User posts crazyFolker
17 September 2015 01:36
- Load up the blend file below
- go to the Node Editor window at the bottom
- ShiftA to add a new node ( eg Play )
- Drop this onto the line coming out of Next and towards the first re-route visual ( or drop the node, then drag it over the line ).
Blender ( the latest beta 2 ) will immediately crash.
http://www.gameskinners.com/blend4web/bugs/insert_node/two_anims.blend
- go to the Node Editor window at the bottom
- ShiftA to add a new node ( eg Play )
- Drop this onto the line coming out of Next and towards the first re-route visual ( or drop the node, then drag it over the line ).
Blender ( the latest beta 2 ) will immediately crash.
http://www.gameskinners.com/blend4web/bugs/insert_node/two_anims.blend
16 September 2015 22:38
Hi Will,
Yep, I meant about auto-converting for triggered events ( basically anything that makes it easier for a starter artist to get something working within Blend4Web ).
btw your tutorials are great, they gave me the push to spend some time in the last few days trying out the tech ( I had downloaded it previously to try out, but quickly gave up due to time constraints etc ).
Yep, I meant about auto-converting for triggered events ( basically anything that makes it easier for a starter artist to get something working within Blend4Web ).
btw your tutorials are great, they gave me the push to spend some time in the last few days trying out the tech ( I had downloaded it previously to try out, but quickly gave up due to time constraints etc ).
16 September 2015 20:57
16 September 2015 20:15
> You need to convert all your animation into NLA strips
Is there any way of automating the conversion to NLA, even if it is during the export process ( convert, export, and then convert back )? That way, it becomes more what you see in Blender ( NLA animation or not ), you then see in Blend4Web.
Is there any way of automating the conversion to NLA, even if it is during the export process ( convert, export, and then convert back )? That way, it becomes more what you see in Blender ( NLA animation or not ), you then see in Blend4Web.
16 September 2015 20:02
Hi Yuri,
The ability to have a smaller file size would be more if a client wanted a simple 3D logo to be integrated within a webpage or something similar.
If the 3D scene content itself was say about 100k, there seems to still be about one and a half megabytes of JS code ( which of course includes base-64 encoded images etc ).
> the code is cleaned of all unused features.
Maybe as an internal test, could you export a simple 3D cube, and see how small a .html file you can get?
I'd be very interested in hearing the results, and even a more detailed breakdown of what's included, and what gets excluded.
I had a look through the code, and there seems to be references to vehicles, armatures, nla animation, particles etc, even though I didn't use any of these in my export ( again, default Blender scene with box exported directly out, so box, light and a camera - Blend4Web .html file size = 1.6Mb ).
If you can come up with a very small, lightweight viewer direct from Blender, that could be a good target customer base for you, as well as targeting developers who will want run-time access to many of these features.
The ability to have a smaller file size would be more if a client wanted a simple 3D logo to be integrated within a webpage or something similar.
If the 3D scene content itself was say about 100k, there seems to still be about one and a half megabytes of JS code ( which of course includes base-64 encoded images etc ).
> the code is cleaned of all unused features.
Maybe as an internal test, could you export a simple 3D cube, and see how small a .html file you can get?
I'd be very interested in hearing the results, and even a more detailed breakdown of what's included, and what gets excluded.
I had a look through the code, and there seems to be references to vehicles, armatures, nla animation, particles etc, even though I didn't use any of these in my export ( again, default Blender scene with box exported directly out, so box, light and a camera - Blend4Web .html file size = 1.6Mb ).
If you can come up with a very small, lightweight viewer direct from Blender, that could be a good target customer base for you, as well as targeting developers who will want run-time access to many of these features.
16 September 2015 19:39
Hi Evgeny,
> Nice examples,
Cheers! I coded the core of the system in Shockwave 3D ( Director / lingo ) when it was fairly new, back in about 2003 I think.
Back then, web 3D was the next big thing, just like VR lol
I coded the interaction system to use just one mouse button input along with the movement, so it inherently was touch compatible as well ( excluding multi-touch ).
Of course, it's only now when a tech like WebGL becomes commonplace for regular users ( give it another year or two for schools / colleges to upgrade to a suitable OS / browser combination that supports it ) that it'll finally be a great platform for producing 100% accessible online 3D content for targeting all levels of users. With what you have now, I can definitely see me being able to target a lot of potential clients outside of the educational sector.
> though I was able to open them only on Windows in IE. =)
Yep, for me it was Firefox only for the Planetarium building demo. This illustrates one of the disadvantages of using proprietary plugins - when support stops, then content doesn't work etc.
> Nice examples,
Cheers! I coded the core of the system in Shockwave 3D ( Director / lingo ) when it was fairly new, back in about 2003 I think.
Back then, web 3D was the next big thing, just like VR lol
I coded the interaction system to use just one mouse button input along with the movement, so it inherently was touch compatible as well ( excluding multi-touch ).
Of course, it's only now when a tech like WebGL becomes commonplace for regular users ( give it another year or two for schools / colleges to upgrade to a suitable OS / browser combination that supports it ) that it'll finally be a great platform for producing 100% accessible online 3D content for targeting all levels of users. With what you have now, I can definitely see me being able to target a lot of potential clients outside of the educational sector.
> though I was able to open them only on Windows in IE. =)
Yep, for me it was Firefox only for the Planetarium building demo. This illustrates one of the disadvantages of using proprietary plugins - when support stops, then content doesn't work etc.
16 September 2015 00:07
15 September 2015 23:07
It would be cool to have the option to toggle features that get included in the final .html export.
When I export a simple box, the .html file is 1,624k.
The .html file includes all of the features of Blend4Web, including physics etc.
It would be interesting to see what the smallest file size you can get with Blend4Web, to get just a rotatable box ( no physics, no animation support, no sounds support, no advanced shader code etc ).
You might have a panel with different options ( eg physics, advanced shaders ), and maybe a drop-down at the top with presets ( eg model viewer ( no animations ), model viewer ( animations ), physics based viewer etc ) which would then set the options based on the users choice.
These options would then choose a different .js file to include in the HTML file ( eg b4w.min.js, b4w_simple_model_viewer.min.js etc )
When I export a simple box, the .html file is 1,624k.
The .html file includes all of the features of Blend4Web, including physics etc.
It would be interesting to see what the smallest file size you can get with Blend4Web, to get just a rotatable box ( no physics, no animation support, no sounds support, no advanced shader code etc ).
You might have a panel with different options ( eg physics, advanced shaders ), and maybe a drop-down at the top with presets ( eg model viewer ( no animations ), model viewer ( animations ), physics based viewer etc ) which would then set the options based on the users choice.
These options would then choose a different .js file to include in the HTML file ( eg b4w.min.js, b4w_simple_model_viewer.min.js etc )
15 September 2015 23:00
Hi Evgeny,
Here's a link to the export, showing the problem…
http://www.gameskinners.com/blend4web/bugs/select1/
And here's the .blend file ( select the Plane / ground, and either turn on "Selectable", or turn off "Enable Outlining" to be able to rotate the scene again when you re-export.
http://www.gameskinners.com/blend4web/bugs/select1/Learning.blend
Here's a link to the export, showing the problem…
http://www.gameskinners.com/blend4web/bugs/select1/
And here's the .blend file ( select the Plane / ground, and either turn on "Selectable", or turn off "Enable Outlining" to be able to rotate the scene again when you re-export.
http://www.gameskinners.com/blend4web/bugs/select1/Learning.blend
15 September 2015 22:50
Hi Yuri,
I was more thinking of them as a UI option, as selectable is in there. Highlighting an object after selecting is probably not something that would happen too often ( an actual 3D model change might be more common ), however highlighting to indicate that the object is selectable to the user ( either time based, or on roll-over ) might be a more common usage of the effect.
I was more thinking of them as a UI option, as selectable is in there. Highlighting an object after selecting is probably not something that would happen too often ( an actual 3D model change might be more common ), however highlighting to indicate that the object is selectable to the user ( either time based, or on roll-over ) might be a more common usage of the effect.