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User posts Rollo-s_Son
16 July 2015 21:16
I may not be a newbie anymore, but I am learning B4W ***AND*** Javascript by pulling apart sample codes, reading the API reference and Javascript sites to learn what is happening, and then making changes to see what they do.

By doing it this way, I sometimes find answers that aren't totally clear to me, and I suspect those questions belong in the "newbie" section. In this case, I have an opportunity to find out what a callback function does, and why it is needed.

So… what does "loaded_cb" do?

09 July 2015 11:12
Aha! That was what I missed! The vertex colors were "hiding" under the base material! Also, my tired brain completely missed the fact that the vertex color node was being used to drive the glow (I've been pulling too many all-nighters! )!

That's really neat! Thanks for the demo!

(I should be more grateful that Blender/B4W/etc. are complicated - I will NEVER get bored!)
08 July 2015 02:54
Thanks, Roman! Here's what I'm confused about:

Though I have been using Blender for a few years, I've spent 90% of my time creating plain meshes for export, so there are LOTS of subtleties about it that I am mostly or completely ignorant of, things that a more generally experienced user would take for granted.

In this case, I see that the same vertex coloring has been used for the whole mesh, so i guess there is something different about the way the paint was applied to the eyes? What is the difference that tells B4W "this part gets animated and that part doesn't"?
07 July 2015 04:28
Ah! I was thinking maybe it had to do with combining level-specific masks in some fashion! I'm going to have fun playing with this.

It seems like my questions will never end - how are you remapping the material so that the animation is only appearing on the eyes?
04 July 2015 09:19
I've finally got around to playing with the "Tron" style glow, but I am confused by what happens with the "small mask" and "large mask" in the additional settings. Can I see a simple example that shows what elements of a material those settings are using, how they're divided up? Thanks yet again!
04 July 2015 09:09
Please donate your brain to science! I've managed to figure out how the other node materials work over time, but this one, wow, I'm REALLY scared! How you're able to plot out all of those spaghetti noodles without getting lost or insane is something I really want to know!

I think I will go back up to the main forum and ask for a SIMPLE example

(Actually, I wouldn't mind seeing a blog article talking about the process used for building these things. I figure there must be planning or calculation that happens before the material is even assembled)
29 June 2015 20:33
Thanks. Though I've been using Blender for awhile, until recently I've pretty much ignored animation, so I didn't know about Action Editor and the related drop-down list.
26 June 2015 12:35
My brain gets a real workout with this stuff, but I am definitely learning.

My latest reverse-engineering effort was to see if I could add more balloons to the "Bursting Balloons" scene. After a LOT of trial and error (and a "duh" moment where I forgot about animation baking ) I have it pretty well figured out. The only thing that still puzzles me - where's the 'idle' animation f-curves? I suppose I could recreate them from scratch, but, wow, all those balloons to train!
21 June 2015 04:14
Please delete this thread (unless you just like seeing me happy ). I would do it myself but I don't have that option

My problem was getting the sliders to show up after separating the scene from the "main menu"; I found my own answer with persistence and experimentation. I just needed to add the morphing.css file to my directory and reference it in the html. Yay me!
20 June 2015 00:49
Ah, I like this! Brilliant way of presenting the material! Just my opinion, I think this would be a very good approach to doing tutorials in the future. I especially like that you've combined a flow chart with a graphic representation of the output. Thanks!!!