User posts crazyFolker
14 September 2015 23:51
OK, I just did a quick test, the same thing is happening with the latest SDK.
Here's a link - "Box A" is always in front of "Box B" - the only exception is when I click on Box B ( to show the full description )
http://www.gameskinners.com/blend4web/bugs/annotations1/
Hopefully this is something that is easy to fix!
Here's a link - "Box A" is always in front of "Box B" - the only exception is when I click on Box B ( to show the full description )
http://www.gameskinners.com/blend4web/bugs/annotations1/
Hopefully this is something that is easy to fix!
14 September 2015 23:41
When I run the Planetarium demo ( the link below, or via the local SDK link ), the annotations don't sort based on depth.
For example, the Venus tag is always in front of the Earth tag, even when it should be behind it.
https://www.blend4web.com/apps/webplayer/webplayer.html?load=../../assets/interactivity/solar_system/solar_system_en.json&v=20150914120630
I tried this on both Windows 8.1 and Windows 10 on a machine with an Intel Iris graphics card, and also on an iPhone 5 - same result.
I'll look into how to create annotations within Blender now, to see if I can recreate it with the new version.
For example, the Venus tag is always in front of the Earth tag, even when it should be behind it.
https://www.blend4web.com/apps/webplayer/webplayer.html?load=../../assets/interactivity/solar_system/solar_system_en.json&v=20150914120630
I tried this on both Windows 8.1 and Windows 10 on a machine with an Intel Iris graphics card, and also on an iPhone 5 - same result.
I'll look into how to create annotations within Blender now, to see if I can recreate it with the new version.
14 September 2015 23:13
Hi Evgeny,
> I can't imagine the exact situation which will require mouse_down event
I can't either, but the current system uses the mouse down event to trigger rather than a mouse/touch up.
A separate type of mouse down + ray-cast event would be handy for the system to disable the camera movement, in the case where the user clicks on a 3D slider or similar - so, when they click on the slider and drag, the camera doesn't rotate / move.
> I can't imagine the exact situation which will require mouse_down event
I can't either, but the current system uses the mouse down event to trigger rather than a mouse/touch up.
A separate type of mouse down + ray-cast event would be handy for the system to disable the camera movement, in the case where the user clicks on a 3D slider or similar - so, when they click on the slider and drag, the camera doesn't rotate / move.
14 September 2015 02:13
The Select events should have an option for triggering on mouse/touch down or up.
Also, there should be a feature to indicate that a mouse-up was part of a dragging around, rather than a tap.
Have a look at this…
http://www.gameskinners.com/blend4web/bugs/drag1/
If you click and drag to rotate the screen, starting on the left box, the animation kicks in.
If you click and drag to rotate, starting on the right box, and end over the left box, nothing happens.
For both the above cases, I don't want dragging to trigger the animation at all. What I do want is the user to tap then release, and then for the animation to trigger.
When I've done this in the past using different tech, I've had a threshold number that, if the user movement was under, would trigger the touch event, otherwise it would be a drag.
Note that its' good to have this as a user definable variable - depending on the user, when they try to do a simple finger touch or mouse click, there might actually be a few pixels of movement.
Also, there should be a feature to indicate that a mouse-up was part of a dragging around, rather than a tap.
Have a look at this…
http://www.gameskinners.com/blend4web/bugs/drag1/
If you click and drag to rotate the screen, starting on the left box, the animation kicks in.
If you click and drag to rotate, starting on the right box, and end over the left box, nothing happens.
For both the above cases, I don't want dragging to trigger the animation at all. What I do want is the user to tap then release, and then for the animation to trigger.
When I've done this in the past using different tech, I've had a threshold number that, if the user movement was under, would trigger the touch event, otherwise it would be a drag.
Note that its' good to have this as a user definable variable - depending on the user, when they try to do a simple finger touch or mouse click, there might actually be a few pixels of movement.
14 September 2015 01:31
It would be great to have a quick view button, above where the [Development Server] "Stop"/"Open SDK" Panel is located.
This could export the html to the Blender tmp folder, and then run the browser - or in the case of the SDK, it might export to a pre-defined "Current Scene" folder.
This would be one step/click, rather than the user having to do an Export .html, and then load up the page ( two steps/many clicks ).
This could export the html to the Blender tmp folder, and then run the browser - or in the case of the SDK, it might export to a pre-defined "Current Scene" folder.
This would be one step/click, rather than the user having to do an Export .html, and then load up the page ( two steps/many clicks ).
14 September 2015 01:27
For people testing out Blend4Web, and even for more experienced users, it might be better for the default value of "Apply Default Animation" to be on.
This makes it easier for new users to see animated scenes in Blend4Web. They see it straight away, rather than having to look for the option to turn it on per object ( and maybe not finding the option, and leaving Blend4Web with frustration ).
Also, an artist has applied animation to a model, it's more likely that they want that animation exported. In the less frequent case where they don't want it exported, they can turn it off - if it's important for the animation not to exported for Blend4Web for say a client project, I'd assume that they are more familiar with the technology at this stage and could easily find the option to turn it off.
Hope that makes sense!
This makes it easier for new users to see animated scenes in Blend4Web. They see it straight away, rather than having to look for the option to turn it on per object ( and maybe not finding the option, and leaving Blend4Web with frustration ).
Also, an artist has applied animation to a model, it's more likely that they want that animation exported. In the less frequent case where they don't want it exported, they can turn it off - if it's important for the animation not to exported for Blend4Web for say a client project, I'd assume that they are more familiar with the technology at this stage and could easily find the option to turn it off.
Hope that makes sense!
18 June 2015 19:57