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xeon

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Viewing 15 posts - 61 through 75 (of 1,101 total)
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  • in reply to: hide object on load / startUp #70986
    xeon
    Customer

    this is one way…but it assumes you want to toggle the WhenClicked event.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70985
    xeon
    Customer

    Well… I think before we go round and round adding things after I supply a solution we should define all the requirements.

    Is this latest twist the only addition or are there others after this that need to be considered?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70981
    xeon
    Customer

    You can try something like this:

    Just a word of advise….keep things as simple as possible- hanging or loose puzzles will be executed first so having them laying about your puzzle space and not grouped will at some point cause you grief trying to track down an offending puzzle. I also recommend putting those puzzles that you are initiallizing your scene into a puzzle…so you can control the flow of execution otherwise you have to worry about where vertically and horizontally you layout your puzzles as there is an execution order based on horizontal and vertical alignment. Needless to say that adds to the messiness of trying to debug something.

    Since you want everything off and just want things to turn on when an object is clicked you can simply your puzzles down.

    you actually don’t need the lightlist as I have it…its not needed but maybe something your scene required elsewhere.

    • This reply was modified 2 months, 3 weeks ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Getting Instances Created Outside of Verge3D #70972
    xeon
    Customer

    I am sure there is but you could just create some Collections in Blender and store your instances in those collections and then just reference the collection by puzzle or code.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70964
    xeon
    Customer

    In reviewing your puzzles….you do not want to set your variables to something prior to entering a if statement ….. in your case the if statement is inside the when clicked puzzle…if you do this the variable will never be changed.

    • This reply was modified 2 months, 3 weeks ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70962
    xeon
    Customer

    There are a few approaches but this one is one of the most straight forward methods:

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: hide object on load / startUp #70955
    xeon
    Customer

    just place a hide object puzzle at the start of your puzzles.
    then add a show puzzle to the when clicked puzzle for the object you want to make it appear.

    demo: https://v3d.net/pjh

    The image below shows how I typically start a project:

    The first thing are two comments:
    Version of the 3D software and version of Verge3D that I am using.

    The next thing is my initial procedure.
    I place items in this that only need to be defined, set or initialized the very first time the application loads. In my use cases this differs from a reset function that I may have that resets the scene to the beginning similar to a initialize but doesn’t require reloading of assets.

    Although the contents of the procedure could be placed outside a procedure I like to keep things tidy and not have erroneous puzzles laying about that can be executed out of the intended order so for me … everything must be in a procedure or event trigger as quicky as possible.

    Inside the procedure…the first puzzle is the hide puzzle. In this example it hides the cube.
    The next thing I do is define the camera (optional) and make sure the camera is at the starting location and looking at the specified item (optional). If you ever opened up the AppManager and your app and find you camera not where you expect. These are simple way to make sure that doesn’t happen.

    The next item is an event trigger in this case a When clicked puzzle for the Sphere object.
    It has the show puzzle that unhides the cube when the sphere is pressed.

    Thats it.

    Hope this helps.

    • This reply was modified 2 months, 3 weeks ago by xeon.
    • This reply was modified 2 months, 3 weeks ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: AR question and pricing? #70953
    xeon
    Customer

    Wow…congratulations.

    If you have never done a Verge3D or AR application I would strongly suggest finding someone with a lot of experience to help you out for pricing, project planning and just avoiding the major pitfalls if not helping you out. I am sure there are many users on this forum that would be able to offer such help.

    Pricing is a tricky thing. It requires knowledge of the customer. If your customer is small business that makes only $100,000K a year their budget is going to much different from a company that as revenues of $1,000,000,000. If you don’t have someone experienced on your team that does pricing, you are going to have to decided what are you wanting to make for the time and effort you are going to put in. You can start this by stating an amount of money you would want to make per year if you did this project for an entire year.
    Lets say that amount is $120,000 (i choose this number for math simplicity). So this means one month of your time is $10,000. You then determine how long it will take you to complete your project (this is the base production time). Lets say it takes 6 weeks. So thats $15,000. And if you are familiar with doing these sort of things there will be numerous rounds of changes that you will have to account for…so lets say you offer 4 rounds of changes at 1 week each, so that adds $10,000 more. Then you have to account for your margin of error…(10 week project – 25% error). 2.5 week additional so additional $7500. This is the base. You then need to consider what are your expenses for the project, software, hardware, vendors, plugins, licensing fees, health care, rent, legal fees etc. You add all that up and then agencies will add 5% to 50% margin on those items. You then you go back to your base amount and decide what margin you want. Agencies will charge anywhere from 5% to 50%.

    Then add these up and you have a price.

    Again this is very loose and only a general concept of typical pricing thoughts.

    Knowing your customer is key.

    Your next issue is getting the STL files into something that is low poly. In my experience I almost alway only use the STL as a reference model and rebuild the models to keep the poly counts low. If these objects will never have moving parts…then you can use more automated poly reduction like decimate. Your texture/shader/material needs will have a large impact on the approach you take. You will need an experienced low poly modeler to take a look at those and give you an estimated period of time to convert them. You also need to compare the time it will take to do the conversion to the overall project length as you may have to use an automated approach to meet your project timeline.

    Depending on where you are located modeling can be farmed out pretty inexpensively but this will be heavily dependent on your region and whether your client will allow you to outsource. What ever you do do not assume you can outsource, especially with larger companies…its usually not allowed.

    Now…you have AR and depending on your clients device and OS needs this could become two builds or if you are lucky its just one. If your client requires iOS and are picky about colors, lighting and textures and you need more interactivity than QuickLook provides you are going to be building a native app for iOS. So make sure you have all the business requirements for iOS if needed. FYI…textures for iOS may need to be recolorized depending on the materials you use. In my experience with my clients I have yet to have a V3D model export to USDZ using the same textures for android and iOS and the client be happy with the difference in colors but your client may be different.

    So with all this said….no way to really help you with pricing. Its an artform in itself but more importantly…you need to be sure you capture all the requirements and needs so you can create a great SOW and then through the creation of that process you should be able to figure out your price.

    Good luck.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Logic file suddenly won’t load #70928
    xeon
    Customer

    Try removing the loop?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Hair Cards Transparency #70917
    xeon
    Customer

    The webp file I created was very rough. Meaning I did quickly masked out the white and did not take any time creating a clean mask. Which is why I used Alpha Blend. Using Alpha Hashed can cause the original color (in this case white) to appear in some spots. But for the most part it should look good.

    JPG Hair cards are not going to work well so you will want to separate them into an alpha based image format. There is nothing wrong with using Alpha Blend to get the effect you want…its probably the most simple solution for you as you can just separate the white hairs in the image using tools similar to tonal range selection.

    If you have a technical reason for using Alpha Hashed and you do find colorization you don’t want…you will find that if you colorize your files from black and white to black and the color of the hair you want..then alpha hash will work without creating the white but it still should be on a separate alpha layer. The white areas are the blending areas between the color edge and the mask that are not able to be clipped by alpha hash.

    Attached is the webp….i didn’t pack it in the blend file.

    • This reply was modified 2 months, 3 weeks ago by xeon.
    • This reply was modified 2 months, 3 weeks ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Retrieve objects size #70912
    xeon
    Customer

    You can….but you need to save the value at the time of the last shape key input and then recall that variable when the request to know its size.

    The Shape key values are 0 to 1…you will need to remap those to your start dimension and end dimenison and then use that value.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Hair Cards Transparency #70907
    xeon
    Customer

    I looked at your blend file and made a modification to your haircard_clipmap.JPG

    Just as a general its best to use an file format with an alpha channel (.PNG, .WEBP). You will get predictable results.

    I took your file….separated the white out and created a new .WEBP and applied it to your model.

    As you can see EEVEE, EEVEE render and V3D look very close.

    Project/Blendfile here: https://v3d.net/t91

    • This reply was modified 2 months, 3 weeks ago by xeon.
    • This reply was modified 2 months, 3 weeks ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    I like the way you did this without the remove/add annotation…. seems alot cleaner…thank you.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Hair Cards Transparency #70856
    xeon
    Customer

    Can you post the image file you are using or a sample of it?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Camera target is off #70854
    xeon
    Customer

    Is this what you are trying to do? click on the cube to start camera movement.

    https://v3d.net/t7t

    V3D project and blend file here: https://v3d.net/t7u

    • This reply was modified 2 months, 4 weeks ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

Viewing 15 posts - 61 through 75 (of 1,101 total)