User posts Mike
22 December 2016 02:24
Thank you Alexander the Firstperson demo illustrates the problem precisely.
See attached image.. why is the 'character' floating above the ground.
I would be very grateful if you could tell me what settings are required to make the character collide precisely with the ground rather than always floating above it no matter what the settings are.
See attached image.. why is the 'character' floating above the ground.
I would be very grateful if you could tell me what settings are required to make the character collide precisely with the ground rather than always floating above it no matter what the settings are.
17 December 2016 02:36
Hi Blend4Web team,
Would someone be able to provide a tutorial or explanation of how to set up collision materials. It seems like no matter which combination of settings I use, my character is either floating above the surface or is sunk in the surface.
I have a player set as dynamic with collision bounds set to capsule (all scales are applied) floating above my ground surface. Seems no matter what I try he still floats.
On the ground I've tried physics enabled, static, special collision material even tried overriding collision bounds on B4W tool shelf.
On the other hand I have enemy characters and they are sunk into the ground. Same story tried all manner of settings on the player and the ground.
Could you provide the required settings for collision please!
Would someone be able to provide a tutorial or explanation of how to set up collision materials. It seems like no matter which combination of settings I use, my character is either floating above the surface or is sunk in the surface.
I have a player set as dynamic with collision bounds set to capsule (all scales are applied) floating above my ground surface. Seems no matter what I try he still floats.
On the ground I've tried physics enabled, static, special collision material even tried overriding collision bounds on B4W tool shelf.
On the other hand I have enemy characters and they are sunk into the ground. Same story tried all manner of settings on the player and the ground.
Could you provide the required settings for collision please!
16 December 2016 20:15
I have a problem with Jquery, if you download jquery and store it with the .js files along with Blend4web files when you build it throws 11 warnings in the build process. I had one case where the warnings had no impact but on another occasion the .min.js created from build crashed the page.
If you link to the externally hosted Jquery sources there is no problem.. but B4W doesn't like the jquery code when trying to minify and obfuscate, something like that.
I see in the project manager that there is a possibility to ignore files .. wonder if this is the solution. I tried to use this setting however there are no instructions for it and I didn't feel like trying to guess how it wanted the path to work.
like many things B4W.. guess until you get the right option.. then on to guessing for the next option… good way to try everything and learn I guess ;).
If you link to the externally hosted Jquery sources there is no problem.. but B4W doesn't like the jquery code when trying to minify and obfuscate, something like that.
I see in the project manager that there is a possibility to ignore files .. wonder if this is the solution. I tried to use this setting however there are no instructions for it and I didn't feel like trying to guess how it wanted the path to work.
like many things B4W.. guess until you get the right option.. then on to guessing for the next option… good way to try everything and learn I guess ;).
06 December 2016 19:28
05 December 2016 19:51
Every time there is a new release,
1) I export all my projects from PM.
2) Open Blender and turn off the add on, close it.
3) rename the original folder Blend4web_ce_OLD.
4) put the new folder in it's place Blend4Web_ce
5) Turn the addon back on
Did you run out of space on your TB drive to keep a couple backup copies? ;) time for a drive clean up before you upgrade.
The export function keeps all the stuff.. For me some of my tests etc don't make it passed the previous folder but if I want to go back I always have everything.
It's a rapid release program here.. new release almost every month.. keep up!! :)
1) I export all my projects from PM.
2) Open Blender and turn off the add on, close it.
3) rename the original folder Blend4web_ce_OLD.
4) put the new folder in it's place Blend4Web_ce
5) Turn the addon back on
Did you run out of space on your TB drive to keep a couple backup copies? ;) time for a drive clean up before you upgrade.
The export function keeps all the stuff.. For me some of my tests etc don't make it passed the previous folder but if I want to go back I always have everything.
It's a rapid release program here.. new release almost every month.. keep up!! :)
15 November 2016 18:38
14 November 2016 17:52
10 November 2016 17:29
Found the way to simulate gravity when in 'character mode'
apply_force_world(obj, fx_world, fy_world, fz_world). Set fz_world to gravity strength.
Similar to the set.gravity(obj) function, this can be applied to individual characters.
Also, since the set_transform(obj, trans, quat) and sync_transform(obj) in the physics module don't work when you are using B4W 'character' mode, if you want to use the translation module on your object you can disable physics simulate make the translation and then re-enable physics.
disable_simulation(obj)
enable_simulation(obj)
It's interesting:
has_physics(obj) → {Boolean}
has_simulated_physics(obj) → {Boolean}
even though both these checks return true, the 'character' setting bypasses physics.
Hopefully this info will help others that run in to the problem.
apply_force_world(obj, fx_world, fy_world, fz_world). Set fz_world to gravity strength.
Similar to the set.gravity(obj) function, this can be applied to individual characters.
Also, since the set_transform(obj, trans, quat) and sync_transform(obj) in the physics module don't work when you are using B4W 'character' mode, if you want to use the translation module on your object you can disable physics simulate make the translation and then re-enable physics.
disable_simulation(obj)
enable_simulation(obj)
It's interesting:
has_physics(obj) → {Boolean}
has_simulated_physics(obj) → {Boolean}
even though both these checks return true, the 'character' setting bypasses physics.
Hopefully this info will help others that run in to the problem.