User posts Evgeny Rodygin
11 September 2015 18:12
Hello,
This behavior seems expectable to me. If we'll take a look at the description for the append_stiff_trans_rot() method:
we'll notice the offset parameter. If it is set to [0,0,0], all constrainted objects will move to the center of the target object.
But the same situation will occur with append_copy_trans() method and I'm not sure that you really have some difference in these two cases.
Maybe, I misunderstood something. Then it is better to see a real example and the code.
This behavior seems expectable to me. If we'll take a look at the description for the append_stiff_trans_rot() method:
append_stiff_trans_rot(obj, target, offset, rotation_offsetopt);
we'll notice the offset parameter. If it is set to [0,0,0], all constrainted objects will move to the center of the target object.
But the same situation will occur with append_copy_trans() method and I'm not sure that you really have some difference in these two cases.
Maybe, I misunderstood something. Then it is better to see a real example and the code.
10 September 2015 11:05
Good day,
This is not a bug. This is expected behavior for now. Currently, Point light shadows are being calculated similarly to Spot ones. So the direction of the light is taken into account and shadows are clipped like with Spot lights. We should mention this in the documentation.
The situation will change in future releases.
This is not a bug. This is expected behavior for now. Currently, Point light shadows are being calculated similarly to Spot ones. So the direction of the light is taken into account and shadows are clipped like with Spot lights. We should mention this in the documentation.
The situation will change in future releases.
09 September 2015 18:51
For now, it is not possible to create transparent background with html export and you have to use json in order to enable alpha. You can find an example here. In the next release we'll add the URL parameter to the webplayer so that you will be able to switch alpha on/off in html.
09 September 2015 11:38
09 September 2015 10:38
Hello,
If I understand you correctly, you would like to have possibilities to use all b4w API through logic nodes. We were investigating such possibilities and for now we considered to improve existing logic nodes because "all module-nodes" approach has many drawbacks and really difficult for realization.
You will see lots of new logic-nodes functions in 15.09, so I hope, most of your current tasks can be solved without programming in the nearest future.
If I understand you correctly, you would like to have possibilities to use all b4w API through logic nodes. We were investigating such possibilities and for now we considered to improve existing logic nodes because "all module-nodes" approach has many drawbacks and really difficult for realization.
You will see lots of new logic-nodes functions in 15.09, so I hope, most of your current tasks can be solved without programming in the nearest future.
31 August 2015 18:49
Ответ на сообщение пользователя goeckI assume, you have already tried, but nevertheless - yes, that is the way to go. If you have an object which is influenced by physics, you have to use corresponding physics functions.
Alright, awesome..this did the trick.
I also have physics enabled. Should I be using the set_translation() function of the physics module instead (did not try it yet)?
13 August 2015 18:34
11 August 2015 18:15
While skimming threads (mostly still lurking at this point), the Sketchfab reference caught my eye. I have a good bit of content there, some of it with NPOT textures, that I hope to move. To what extent, if any, do those impact load time? It would save a good bit of migration work not to have to deal with it.They have absolutely no influence on loading time
We give a warning on NPOT-textures usage only because they don't have full WebGL support. For example, you can't tile them.
11 August 2015 16:45
Hello!
We also made a small experiment on uploading identical heavy scenes to our engine and to sketchfab. Really, their loading is faster. There are several reasons for this. The main thing you'll notice while pushing your file to Sketchfab servers is a long (several minutes) processing before you can navigate the scene. I don't know what exactly is being perform on this stage, but I assume, there is a serious preparation of geometry, shaders, textures, etc. So, almost everything that Blend4Web does "on the fly" is being processed before the actual scene loading. This gives you better loading times but the scene cannot be changed in any way in runtime.
That's a good approach for the viewer (which sketchfab is), but not for the full-functional engine which tends to give as much flexibility to the user as possible.
Furthermore, they use some good compression of binary data. We are also looking forward to implement it. And currently, we are making a huge refactoring which will among other benefits give us a faster objects processing during scene loading. So in this or in the next month Blend4Web should receive a speedup in this field. Summarizing, generally, your suggestion about "designed to do much more" is right.
We also made a small experiment on uploading identical heavy scenes to our engine and to sketchfab. Really, their loading is faster. There are several reasons for this. The main thing you'll notice while pushing your file to Sketchfab servers is a long (several minutes) processing before you can navigate the scene. I don't know what exactly is being perform on this stage, but I assume, there is a serious preparation of geometry, shaders, textures, etc. So, almost everything that Blend4Web does "on the fly" is being processed before the actual scene loading. This gives you better loading times but the scene cannot be changed in any way in runtime.
That's a good approach for the viewer (which sketchfab is), but not for the full-functional engine which tends to give as much flexibility to the user as possible.
Furthermore, they use some good compression of binary data. We are also looking forward to implement it. And currently, we are making a huge refactoring which will among other benefits give us a faster objects processing during scene loading. So in this or in the next month Blend4Web should receive a speedup in this field. Summarizing, generally, your suggestion about "designed to do much more" is right.
11 August 2015 11:09
Здравствуйте и добро пожаловать на форум!
Я правильно понимаю, что в данном приложении не планируется 3D графики? (Было бы неплохо увидеть похожий пример.) Blend4Web, конечно подойдет и для такой задачи. К примеру, вы можете создать необходимые элементы плана в Blender и затем легко манипулировать ими с помощью API, перемещая и трансформируя их так, как вам надо. Примерно так же, как это сделано в приложении по мебелированию комнаты с той разницей, что всё будет происходить на плоскости, и возможно, нужно будет добавить какие-то ограничители на перемещение объектов (в зависимости от того, как именно должно происходить редактирование плана).
Если я неверно вас понял и будет 3d, то тем более отлично подойдет.
И ещё один немаловажный момент - мы всегда оперативно отвечаем на вопросы пользователей, так что, если возникнут какие-то сложности, вы обязательно получите ответ на форуме.
Я правильно понимаю, что в данном приложении не планируется 3D графики? (Было бы неплохо увидеть похожий пример.) Blend4Web, конечно подойдет и для такой задачи. К примеру, вы можете создать необходимые элементы плана в Blender и затем легко манипулировать ими с помощью API, перемещая и трансформируя их так, как вам надо. Примерно так же, как это сделано в приложении по мебелированию комнаты с той разницей, что всё будет происходить на плоскости, и возможно, нужно будет добавить какие-то ограничители на перемещение объектов (в зависимости от того, как именно должно происходить редактирование плана).
Если я неверно вас понял и будет 3d, то тем более отлично подойдет.
И ещё один немаловажный момент - мы всегда оперативно отвечаем на вопросы пользователей, так что, если возникнут какие-то сложности, вы обязательно получите ответ на форуме.