User posts trepaning
17 April 2015 08:16
I missed the "annotations with web links" mention. I had tried that for something else, but there is an issue with JSON loads and Check Visibility causing failure in load, plus the annotations do not get smaller when further away, causing for a cluttered screen when viewed from a distance and all those annotations are overlapping one another. It was suggested to try billboards. I am also thinking of a button below each product that glows, as having the packaging hotlinks makes for tricky moving around. Is there a way to make glow detect visibility so it does not show through walls? What about make a percent glow that stays relative to object size when moved closer to or further away from the object?
16 April 2015 19:05
All objects have had apply scale, location and rotation as standard procedure, but I'll look at them again, maybe something went wrong. I do know that trying to use
m_trans.set_rotation_euler(hr4907BirdFeeder, 0, .8, 0);
for the bird feeder did all kinds of weird rotations that made no numerical sense. I tried decimals, whole numbers, parts of 360 degrees, there was no consistency to getting the object to rotate in a sensible manner. I just rotated it in Blender and re-exported and skipped the set_rotation_euler
I will keep the game texture size mindset in the future. As it stands, this store is just a test platform, albeit a really cool one. Do the textures need to be square, or would 512x1024 be okay?
edit-I just checked and cannot find a single object that has not had the scale applied. Point out which are the offenders. I have scaled some objects with the .JS file using set_scale.
m_trans.set_rotation_euler(hr4907BirdFeeder, 0, .8, 0);
for the bird feeder did all kinds of weird rotations that made no numerical sense. I tried decimals, whole numbers, parts of 360 degrees, there was no consistency to getting the object to rotate in a sensible manner. I just rotated it in Blender and re-exported and skipped the set_rotation_euler
I will keep the game texture size mindset in the future. As it stands, this store is just a test platform, albeit a really cool one. Do the textures need to be square, or would 512x1024 be okay?
edit-I just checked and cannot find a single object that has not had the scale applied. Point out which are the offenders. I have scaled some objects with the .JS file using set_scale.
07 April 2015 09:32
Here is a video tutorial I just made that the folks of B4W may enjoy, especially towards the end. http://youtu.be/X1EvOXbCjfs
03 April 2015 17:24
thanks for the info. I found the bug about 15 minutes after downloading the newest version and installing Blender 2.74, so was not able to give a head's up. I usually wait for the after-RC version to download, but if time permits, I will get onboard sooner in the future.
02 April 2015 23:09
the annotation in here works great
http://aspectek.com/b4w/store/
the annotation here has DETECT VISIBILITY selected and the page does not work
http://aspectek.com/b4w/store/index2.html
Also, is there a way to have the annotation box scale with the item it is associated with, so when the camera zooms in or out, the annotation box does also? In the 1st example, there would be a lot of annotations and when zoomed out, I would not want them overlapping and looking cluttered.
What is character limit for default annotation box?
http://aspectek.com/b4w/store/
the annotation here has DETECT VISIBILITY selected and the page does not work
http://aspectek.com/b4w/store/index2.html
Also, is there a way to have the annotation box scale with the item it is associated with, so when the camera zooms in or out, the annotation box does also? In the 1st example, there would be a lot of annotations and when zoomed out, I would not want them overlapping and looking cluttered.
What is character limit for default annotation box?
01 April 2015 20:38
Is it possible to render an equirectangular perspective out of Blender Internal without stitching afterward, akin to what can be done with Cycles?
01 April 2015 18:57
Okay, that is a potential fix per project, if every scene of the project were to need a camera with the same limits. Being able to set camera limits per scene would be much more flexible. I suppose it could be worked around with parenting the camera to another object that is controlled, like a player control, as they do not pass through floors or walls, but setting up a character adds to production time overhead, so if there was a basic object that can assume such control (and maybe have a variety of control types that could be assumed, such as FPS, free floating, etc) and the camera simply parented to that object via B4W UI, that could work.
31 March 2015 23:48
Panning limits would be really helpful for setting a frame around a scene and keeping the focus where it is intended, like the other limiters allow. Even if it were a bounding box that could be placed around a scene with a special material the camera will not pass through, it would go a long way to creating a virtual comic book, for example.