User posts LukeVideo
10 January 2016 00:03
09 January 2016 00:01
08 January 2016 23:56
I totally understand. It was more of a way to try to avoid going full JS. It looks like I will have to act like a big boy now.
Nevertheless I really think that you could, with a few extra new nodes, be as powerful as the BGE. Specially with the all node 2.8 promises… Did you ever think of that as a opportunity? Interactive web is like the future. By future I mean Tomorrow not next year
EDIT :
I have controls for my character in a node-tree. Can I detect collision trigger a animation in JS while keeping controls in node?
Nevertheless I really think that you could, with a few extra new nodes, be as powerful as the BGE. Specially with the all node 2.8 promises… Did you ever think of that as a opportunity? Interactive web is like the future. By future I mean Tomorrow not next year
EDIT :
I have controls for my character in a node-tree. Can I detect collision trigger a animation in JS while keeping controls in node?
08 January 2016 15:47
Well… It is a huge node setup. I have also the 5 second lag. Sometimes worth.
Maybe you could use the switch select to limit the number of entry points in the seen. I guess that could help as select is noted deprecated.
Are you using 15/12?
I really wish they was a way of building something like functions so that you could just have the setup once and then add node with different field as arguments.
Maybe you could use the switch select to limit the number of entry points in the seen. I guess that could help as select is noted deprecated.
Are you using 15/12?
I really wish they was a way of building something like functions so that you could just have the setup once and then add node with different field as arguments.
08 January 2016 13:57
08 January 2016 13:46
In fact I figured out I can do it with a always true conditional jump. I plug all the output's of my branch that need to go back in the switch select into a 1=1 conditional jump and send one single output back to the beginning of the loop. So… I kind a request an existing thing…
edited for typos.
edited for typos.
08 January 2016 13:40
I just thought that it would bee amazing if at the end of a branche when checking several conditional nodes in stead of having douzens of reroutes going back to the input of same first switch select node i could switch them in a special node that would connect all the rereoutes into one output that would then go back to the input of the desired node.
Maybe you have a strong reason not to do that? If so let me know
Maybe you have a strong reason not to do that? If so let me know
08 January 2016 13:33
Ok solved it!
Well let's say that it works with several armature_B4W_BAKED animation. With ObjectAction i could only make one work at a time. Or not a B4W_BAKED and an Action. So i added a bone to my seen and baked a simple 360 rotation that i was trying to do directly with the object. Why not? Now that i figured how to bake animation why not take advantage of it?
As always thanks for the good work B4W team !
Well let's say that it works with several armature_B4W_BAKED animation. With ObjectAction i could only make one work at a time. Or not a B4W_BAKED and an Action. So i added a bone to my seen and baked a simple 360 rotation that i was trying to do directly with the object. Why not? Now that i figured how to bake animation why not take advantage of it?
As always thanks for the good work B4W team !