Сообщения, созданные пользователем Евгений Родыгин
16 ноября 2015 10:35
10 ноября 2015 11:52
Hello,
There are several problems on this scene.
1) Many static objects use Object Physics flag which overrides material physics settings. This makes them use collision primitives instead of their own mesh. You need to choose what to use: Material physics or Object physics. The easiest solution is to remove Object physics from every static object. (but this is not an optimized approach).
2) It is better to apply Scale and Rotation for all objects because physics tends to work incorrectly when object has some default transformation.
3) You need to remove Object Physics from Camera as well because you've already added a character. Camera will automatically bound to the first character in Viewer.
[EDIT]
And as for the error. You need to add physics parameter to the "init" function:
There are several problems on this scene.
1) Many static objects use Object Physics flag which overrides material physics settings. This makes them use collision primitives instead of their own mesh. You need to choose what to use: Material physics or Object physics. The easiest solution is to remove Object physics from every static object. (but this is not an optimized approach).
2) It is better to apply Scale and Rotation for all objects because physics tends to work incorrectly when object has some default transformation.
3) You need to remove Object Physics from Camera as well because you've already added a character. Camera will automatically bound to the first character in Viewer.
[EDIT]
And as for the error. You need to add physics parameter to the "init" function:
m_app.init({
...
physics_enabled: true,
...
});
05 ноября 2015 15:19
Ответ на сообщение пользователя ToshiCGWe have checked this on Firefox 42 and were not able to reproduce crashes. Which Firefox version do you use? Could you please update and report if this crash will remain? If everything is up to date, provide us you PC specs please.
I've been using blend4web for a while and I can say that when I have any bled4web app running in any tab, firefox becomes prone to crashes. Even having blend4web.com open causes crashes because of the interactive webGL logo (I assume). I am not sure if this is directly related to blend4web or if it's more of a problem with firefox itself.
There are no such problems under chrome.
Let me know if there is any data/crash logs I could send you about this.
05 ноября 2015 13:03
Ответ на сообщение пользователя JohnHello John,
I'm not able to configure the camera to stay inside the room, the physics of the objects are not stopping it from getting outside the walls. Please see attached.
I followed the instructions in this article: https://www.blend4web.com/en/article/103/
The "firstperson" tutorial is a separate application and you are currently running your scene in viewer.
You have two options:
1) Create your own app and use the approach described in the tutorial. This can be done with our new Project Manager. You will need to put all the required assets into corresponding folders and correct scripts (which will be placed under sdk/apps_dev/your_project/ folder).
2) Use physics delivered by the viewer. This way you won't be able to change controls or disable character flying mode, but you won't need to write any scripts.
From the screenshot I see that you use the second option.
but it didn't workYou haven't described what didn't exactly work. You have absolutely no collisions with walls? Or camera can go through walls after several collisions?
In the first case you need to check if "Physics" is enabled on the scene and that walls use static collision.
If the physics are not stable enough you can check the "Margin" property. It is under material physics settings.
02 ноября 2015 12:24
Ответ на сообщение пользователя BoytsovДобрый день,
Прикрепил видео к сообщение. Снимал на веб камеру качество ужасное, но проблему понять можно. Меня интересует подобный тест на других планшетах если он проводился.
Проверили подобную вашему планшету конфигурацию на десктопе с Intel HD 4000 серии. Воспроизвести ошибку не удалось. Вы запускали демо в других браузерах? Так же, возможно, поможет обновление.
29 октября 2015 15:52
Hello,
IE11 doesn't support Web Audio API and most likely will not. Also IE doesn't support WebGL depth texture extension. Therefore, we disabled shadows on it.
Actually, Microsoft will abandon IE support in the nearest future and will concentrate on Edge browser development, which already has a slightly better WebGL support then IE.
But anyway Blend4Web is stable enough on IE if we won't take sound into account.
IE11 doesn't support Web Audio API and most likely will not. Also IE doesn't support WebGL depth texture extension. Therefore, we disabled shadows on it.
Actually, Microsoft will abandon IE support in the nearest future and will concentrate on Edge browser development, which already has a slightly better WebGL support then IE.
But anyway Blend4Web is stable enough on IE if we won't take sound into account.
27 октября 2015 15:52
Ответ на сообщение пользователя sebHello,
Hello I would like some help for the last part of my project.
I have tried to put a glow effect on the rolls when I have my mouse on. I have this error : "Uncaught Unknown keyframe intepolation mode: 10.896549224853516". I think it is because of the keyframe but I do not understand why?
I took example on this project to realise the glow effect : https://www.blend4web.com/en/forums/topic/242/
I include all of the textures this time so you can see what is looks like
Thank you for you help
You are using an interesting approach for creating your application.
untitled.html was create by exporting the whole scene with export html. So, it already contains b4w engine inside itself. Thus, it is a bad idea to include other versions of b4w.full.min.js (which is in your case something around 14.12) and any other scripts into it.
When you write an application you need to use Export JSON method. I suggest reading this simple article in order to understand how this suppose to work.
27 октября 2015 11:07
Well. This sort of things is kinda a matter of taste. I can't say for sure which camera movement is good in your case and which is not. It is needed to have a real scene and make some experiments with it.
Anyway, whenever you switch to the other control style, this would require some setup.
Maybe, it would be okay to determine some pivot distance that would be good for when you switch to the TARGET type. You can store the last distance to the pivot as we have done with pivot location previously and assign it instead of predefined value.
Maybe, this kind of animation is better to be divided into two parts. For example: 1) rotational one if camera is facing the opposite to the final destination direction 2) moving+rotation which is what you have right now. But I don't really like this method because it gives even more complexity.
So, there is no universal recipe for this but I hope my suggestions will help you somehow.
Anyway, whenever you switch to the other control style, this would require some setup.
Maybe, it would be okay to determine some pivot distance that would be good for when you switch to the TARGET type. You can store the last distance to the pivot as we have done with pivot location previously and assign it instead of predefined value.
Maybe, this kind of animation is better to be divided into two parts. For example: 1) rotational one if camera is facing the opposite to the final destination direction 2) moving+rotation which is what you have right now. But I don't really like this method because it gives even more complexity.
So, there is no universal recipe for this but I hope my suggestions will help you somehow.
26 октября 2015 15:26
26 октября 2015 14:42
You have accidentally put the "x" symbol in the begining of the ville.js file
And you'd better apply scale by selecting the whole plane and character (he is also a physics object) and pressing crtl+A -> Scale. It works fine this way.
[EDIT]
Ah. You resolved it yourself few seconds before.
And you'd better apply scale by selecting the whole plane and character (he is also a physics object) and pressing crtl+A -> Scale. It works fine this way.
[EDIT]
Ah. You resolved it yourself few seconds before.