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User posts Mikhail Luzyanin
26 May 2016 17:44

Take a look at:
http://philsboatshop.ponytrot.net/node/13?v=joe90_customise
I've uploaded the blend file for it here.
Ok, I understand.

So, what you need to do:

1)you need to parent on each bone only one corner and move two bones at the same time. So there will be only one bones on each vertex group.
2)Also you need to parent collision boxes to the bones: for holes and corners and detect collisions between then using phisics.

I prepeared and example for you, but without coding. To avoid collisions between holes and corners use different Collision ID.


Blend4web and that kind of thing.
26 May 2016 11:28

So, i have 3 meshes: 1 red cube with basic material (no animation), 1 mesh with a glow shader node tree and a little cube witch i want to use as a ON/OFF switch. Like in your example with the VW Pole headlights.
You need to use Switch Select node instead of Select node and also you can animate only Value node or RGB node, but not any value in any node. I prepeared an example for you to show how it works.
glow_on_off.blend
Blend4web and that kind of thing.
26 May 2016 10:20

Да, хорошая идея..
Да, особенно на форуме Blend4Web.

Но в Cycles картинка по лучше.
Смотря как сделать.
Blend4web and that kind of thing.
25 May 2016 17:15

I would like to set an object to follow a predetermined path, with curves, relative to an x-y plane. At the same time I would like it to conform to variable terrain along the z axis, as well as pick up/lose speed on inclines. Can this be done?
You want it only in blender then you will bake it to animation or you want it to do directly in the engine wihtout baking in realtime?
Blend4web and that kind of thing.
25 May 2016 16:56

can`t find any solution. I installed the SDK following your tutorial and i still have this error every time i open Blender.
It's means that you don't need any more to add blender_scripts fonder to script path. Type only the engine directory ie c:/blend4web_sdk_free. Thats all.
Blend4web and that kind of thing.
25 May 2016 12:31

I can't find a way to discover the position of the vetices themselves, and I can't parent another object to a vertex thern find out where that is. I'm out of ideas! Can you think of a way to do this?
You can add to group only onne vertex for one bone, so you can get location of each bone.

Can you give us more explanation so we can find the decision for you? A scheme or something like that will be helpful.
Blend4web and that kind of thing.
25 May 2016 12:18

Just wanted to let the Blend4Web team and forums know that our very first 3D project is live! All 3D illustrations in this project are made possible by Blend4Web software. We're very happy with the results!
It's really great looking project. Do you use any CAD to create this or it was made directly in Blender?
Blend4web and that kind of thing.
25 May 2016 12:14

Are there any resources for your ideas?
Heres an example for you how it can be made.
interface_example.blend
interface_example.html

So step by step:

1)create buttons
2)place them in one plane
3)add them to group ctr_g
4)create Empty with dupli-group ctr_a>group_instance
5)parent this empty to capera ctr_p
6)clear parent inverse from empty alt_p>clear_parent_invers
7)setup alighment on camera in object preferences
8)choose aligment (for exmaple bottom_right)
9)set distance to 1 (for example)
10)push Fit_to_camera to see how it will look like in engine

Also can you share with us your blend file with example where bug take place?
Blend4web and that kind of thing.
24 May 2016 18:57

Why would we have to build each part separately, then combine them to work?
Is there any scale on the camera?
Blend4web and that kind of thing.
24 May 2016 18:55
1)Best way to make user interface it's to use HTML coding over the blend4web 3d viewer.

2)But you can do this: place all your buttons and interface elements in the center of the scene. divede it on elements that must be connected to the front of the camera, then to the left of the camera and so on. Then creade groups like fron, top, left etc, add all elements by groups and then create dupli-groups using this groups. Each Empty objects with dupli-group parent to camera ant set our Blend4Web type of aligment object to the camera. Also need to do clear parent invers of each paranted Empty obcts. Also all scales and rotations must be allpied to inteface elements and objects.
Read about parenting aligment in our documentation.

Blend4web and that kind of thing.