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User posts plasmaart
07 January 2016 05:21
Hi Luke,

Hey, thanks man, that was just what I needed!

I got the anchor visibility to switch on and off using the large cube.

Thanks to the Blend4Web team for adding these great features :)

See the attached blend file.

Cheers
06 January 2016 07:04
Hi,

Is it possible without doing any coding to use anchor annotations, and their parent empties, as objects in a logic node like switch select for example?

Is it also possible without coding to be able to have users switch anchor visibility on and off?

Thanks
06 January 2016 06:57
Hi Alexander,

My apologies - I attached the wrong file. The blend file is now attached in the first post.

Also, attached in this post is another simplified scene with 2 spheres - 1 textured and 1 untextured.

The lighting in the untextured sphere is what I would expect, but how do I do a texture without it
rotating in a situation like this?

Thanks
05 January 2016 17:25
Hi Alexander,

The blend file is attached in the original post.

Thanks
04 January 2016 07:49
Hi,

Can you tell me if it is possible to start an animation with a fixed camera position, then move the camera to a moving target that looks at a different moving object?

If so, what is the best camera move style to use? ( target, hover, static, eye )

Thanks
31 December 2015 08:02
Hi,

I am doing an animation with revolving planets and have two problems I have been unable to solve so far.

The first is that, even with the single lamp in the scene turned off, I am getting shadows on the planets that revolve with the planet material.

What I am trying to achieve is a low level emission for each planet, so that the whole planet is somewhat
visible, and the ability for the planets to cast and receive shadows from the Sun lamp in the scene. For some
reason I am not able to get shadows working the in view port.

This is very different from what I am used to in Cycles, and I haven't found a good tutorial or explanation in the manual that explains how the lighting in Blend4Web works in general. A step-by-step tutorial on applying a material to a sphere and then setting up all aspects of the lighting would be very valuable.

Do I need to be baking the materials? Do I need to do something with normals? Help!

I have included the blend file.

Thanks
31 December 2015 01:54
Hi Evgeny,

Sorry for the bother! I found the problem - the original "geometry" shader did not have "UV map" entered in the top field.

Works fine now. Thanks for your help.

31 December 2015 01:24
Hi Evgeny,

I found a way to get Blender to use Firefox instead of Konqueror by creating a new profile, reinstalling Blender and Blend4web.

But I still get a blank sphere. If I open any other blend file and export to HTML it runs fine in Firefox, but not the file I was working on ( even the corrected one ) Is there something else I need to check? Does this file export properly on your end?

I have reattached it in case you need it.

Thanks
30 December 2015 19:57
Hi Evgeny,

Thank you for supplying the corrected blend file. I still get a blank sphere, but I think for a different reason.

The development server is shown as running, and restarting Blender does not change the appearance of the menu - there is still no fast preview button. I am able to open the SDK index, but Linux is using Konqueror browser to open it, even though Konqueror is not my default browser. When I export the blend file to HTML, it is also using Konqueror which in not WebGL capable.

Is there a place in Blend4web that I can change which browser is being used? This will probably fix the problem.

Also, can you tell me if you are able to get Linux set up to use the GPU for rendering? I have an NVidia card.

Thanks
30 December 2015 09:49
Hi,

I have tried applying the image as a material in the attached .blend file, but I'm still missing something. The exported HTML file
does not contain a material. This file was done in 64 bit Linux with Blender 2.75.

Also for some reason, my Linux version of Blender with Blend4web installed does not have a fast preview button at the bottom or on the right hand side in the render section.

If you can steer me in the right direction I would be most grateful.

Thanks