User posts JPfeP
01 February 2015 23:08
I appreciate the help ! Thank you. Unfortunately no special warning in the javascript console of Firefox.
I just sent you a zip file to your mailbox and some instructions.
I just sent you a zip file to your mailbox and some instructions.
29 January 2015 19:48
OK, thank for the answer.
After some testing, I solved most of my problems. Instead of modifying app.js (although this works well too), I wrote my own controls not using the Eye Mode, camera in Static move style. This had a few consequences. First, there isn't anymore the "click to change the view" problem. It reacts as I wanted but I did nothing for that (well, cool). Then I discovered that I have to bound the camera location to the character but the parent feature of blender prevented the use of a function like "set_rotation_euler" that I wanted to use on the camera for the "mouselook" free view capability. So I used a constraint "append_copy_trans" and with some more code it worked as expected.
However another problem has emerged since then. If I set "Special: Collision" on an object material of the scene, I cannot move my character anymore, pretty strange.
After some testing, I solved most of my problems. Instead of modifying app.js (although this works well too), I wrote my own controls not using the Eye Mode, camera in Static move style. This had a few consequences. First, there isn't anymore the "click to change the view" problem. It reacts as I wanted but I did nothing for that (well, cool). Then I discovered that I have to bound the camera location to the character but the parent feature of blender prevented the use of a function like "set_rotation_euler" that I wanted to use on the camera for the "mouselook" free view capability. So I used a constraint "append_copy_trans" and with some more code it worked as expected.
However another problem has emerged since then. If I set "Special: Collision" on an object material of the scene, I cannot move my character anymore, pretty strange.
29 January 2015 19:20
Hi,
I discovered this during one of my tests, if I set the run speed of a character at 14 for instance it has a weird consequence on the behaviour of the SHIFT key.
Basically instead of letting the character to move quicker, SHIFT makes the character jump quite vigorously (more than the default jump triggered by the SPACE key).
I discovered this during one of my tests, if I set the run speed of a character at 14 for instance it has a weird consequence on the behaviour of the SHIFT key.
Basically instead of letting the character to move quicker, SHIFT makes the character jump quite vigorously (more than the default jump triggered by the SPACE key).
29 January 2015 17:39
Hello, I had this error message on Linux:
However it seems only "cosmetic" and I havn't enabled oscurart anyway, so I guess it's fine. I was able to enable B4W despite of that.
multiple addons with the same name:
'/home/bedesign/WebGL/blend4web_sdk_free_15.01/blender_scripts/addons/oscurart_tools/__init__.py'
'/usr/share/blender/2.73/scripts/addons_contrib/oscurart_tools/__init__.py'
However it seems only "cosmetic" and I havn't enabled oscurart anyway, so I guess it's fine. I was able to enable B4W despite of that.
22 January 2015 03:36
BTW, I notice that when in Eye mode the camera is bound automatically to the character, which seems fine to me. However the character doesn't respond to gravity anymore and therefore can elevate in the air like a ghost which is highly unexpected.
22 January 2015 03:31
Hi,
In the BGE it is easy an ALWAYS sensor is connected to a movement actuator. When the player fires his weapon the bullet object is dynamically created then the physics system handles the impact if needed or a simple collision test is made.
In B4W, I was perusing the API, there is no ALWAYS sensor. So how to do something similar when we want to perform an action at each frame ?
Thx.
In the BGE it is easy an ALWAYS sensor is connected to a movement actuator. When the player fires his weapon the bullet object is dynamically created then the physics system handles the impact if needed or a simple collision test is made.
In B4W, I was perusing the API, there is no ALWAYS sensor. So how to do something similar when we want to perform an action at each frame ?
Thx.
22 January 2015 02:17
Hello,
The Eye mode is very nice and convenient (side stepping is already implemented). However, there are several parameters set by default that I would like to change to have a real classic FPS feel.
1) Currently the camera moves only when you click. How to make the camera always responding ?
2) Is it possible to change the default ASDW keys, here in France we have AZERTY keyboards for instance. BTW, would it be possible to read key number instead of actual symbol ?
Thx.
The Eye mode is very nice and convenient (side stepping is already implemented). However, there are several parameters set by default that I would like to change to have a real classic FPS feel.
1) Currently the camera moves only when you click. How to make the camera always responding ?
2) Is it possible to change the default ASDW keys, here in France we have AZERTY keyboards for instance. BTW, would it be possible to read key number instead of actual symbol ?
Thx.
20 January 2015 02:40
It is indeed a little puzzling, specially from a BGE user perspective. I would like to understand.
This is a "recent" requirement to force a static object to have an explicit collision material to be taken in account by the physics system, isn't it ? I have another B4W project made with Blender 2.70 and version 14.05 of the SDK and I had not the need to set "Special: Collision" for the ground material, the objects were yet able to rebound on it.
What is the reason for this change, and why not let the exporter create automatically this copied object for instance ?
This is a "recent" requirement to force a static object to have an explicit collision material to be taken in account by the physics system, isn't it ? I have another B4W project made with Blender 2.70 and version 14.05 of the SDK and I had not the need to set "Special: Collision" for the ground material, the objects were yet able to rebound on it.
What is the reason for this change, and why not let the exporter create automatically this copied object for instance ?
20 January 2015 01:06
Hi,
Have you ever considered using WebCL for the physics system ? Would it allow significant improvement in frame rate ? Would it be a hard task to rewrite the physics system using WebCL (full rewrite or some gradual integrations) ?
Have you ever considered using WebCL for the physics system ? Would it allow significant improvement in frame rate ? Would it be a hard task to rewrite the physics system using WebCL (full rewrite or some gradual integrations) ?
18 January 2015 04:00
Hello,
I recently upgraded to Blender 2.72 and Blend4Web 14.12 and I am facing a problem I have never met before.
I made a very simple scene, a plane for the ground and a cube. And for the code I copied and simplified the one from "making_a_game_p1-3".
Following the manual for the physics engine, the plane is static and its material has "Special: Collision" enabled. The cube is set to rigid body.
When I open it in Firefox, the ground has disappeared however the cube which was somehow in the air falls as expected and is stopped by the ground.
So it works as expected physically speaking but visually the ground is invisible. If I disable "Special: Collision" the ground is viewable but of course the cube falls through it. Any hint ?
I can pack you the whole repository if needed.
I recently upgraded to Blender 2.72 and Blend4Web 14.12 and I am facing a problem I have never met before.
I made a very simple scene, a plane for the ground and a cube. And for the code I copied and simplified the one from "making_a_game_p1-3".
Following the manual for the physics engine, the plane is static and its material has "Special: Collision" enabled. The cube is set to rigid body.
When I open it in Firefox, the ground has disappeared however the cube which was somehow in the air falls as expected and is stopped by the ground.
So it works as expected physically speaking but visually the ground is invisible. If I disable "Special: Collision" the ground is viewable but of course the cube falls through it. Any hint ?
I can pack you the whole repository if needed.