Сообщения, созданные пользователем Павел Котов
06 мая 2015 14:48
We're already supporting curves since 15.02 And metaballs with surfaces, too.
curves.html
curves.blend
About viewport: Blender team is improving GLSL and we are trying to help. Here are some of our changes to the viewport - we're discussing it with Blender team. Right now Blender's GLSL can't afford everything that WebGL and Blend4Web can achieve - but it will change. As for us - we're not trying to change everything and make it all our special tool that only uses Blender. We're trying to be as close to native Blender behaviour as possible and instead of making something independent we're trying to make Blender itself better. And of course it is very high priority to us that browser's WebGL and Blender's GLSL will be the same So yes, we're working on it, too
curves.html
curves.blend
About viewport: Blender team is improving GLSL and we are trying to help. Here are some of our changes to the viewport - we're discussing it with Blender team. Right now Blender's GLSL can't afford everything that WebGL and Blend4Web can achieve - but it will change. As for us - we're not trying to change everything and make it all our special tool that only uses Blender. We're trying to be as close to native Blender behaviour as possible and instead of making something independent we're trying to make Blender itself better. And of course it is very high priority to us that browser's WebGL and Blender's GLSL will be the same So yes, we're working on it, too
06 мая 2015 11:21
Hello!
Tell me please - what do you mean by 1 and 4 points?
We got 2 and 3 points in our to-do list :) About mirror material - we gonna do something like here
Tell me please - what do you mean by 1 and 4 points?
We got 2 and 3 points in our to-do list :) About mirror material - we gonna do something like here
05 мая 2015 11:29
05 мая 2015 11:26
30 апреля 2015 11:53
Hello and welcome!
I made a video - it's easier to show what to do.
1 - I tweak a camera so now the character can be normally visible
2 - Right now sticks are parented to the bone that is not deforming. Non-deforming bones are thrown away by the engine for greater performance, so we must find a deforming bone! It lays on the last armature level - all deforming bones from MH have DEF - prefix. So, I parent sticks to the right bone
3 - You use NLA, but it isn't enabled, so go to scene tab, find our Blend4web part and enable NLA Also I made it cyclic.
4 - For better visualisation I cropped frames from 5555 to the end of actual animation +1 frame - that resulted in 38+1=39
5 - Everything works now! But it's all dark everywhere. We need a light - so I added a sun lamp
Hope it helps!
I made a video - it's easier to show what to do.
1 - I tweak a camera so now the character can be normally visible
2 - Right now sticks are parented to the bone that is not deforming. Non-deforming bones are thrown away by the engine for greater performance, so we must find a deforming bone! It lays on the last armature level - all deforming bones from MH have DEF - prefix. So, I parent sticks to the right bone
3 - You use NLA, but it isn't enabled, so go to scene tab, find our Blend4web part and enable NLA Also I made it cyclic.
4 - For better visualisation I cropped frames from 5555 to the end of actual animation +1 frame - that resulted in 38+1=39
5 - Everything works now! But it's all dark everywhere. We need a light - so I added a sun lamp
Hope it helps!
25 апреля 2015 22:54
23 апреля 2015 15:06
23 апреля 2015 12:57
Hello and welcome!
If you press f12, and see the console you may see some warnings and errors. So here we see:
1. B4W EXPORT ERROR: Incomplete mesh "Circle" No UV in mesh with UV-textured material. Material: "Arterie".
"Circle" is an arterie and the material uses empty texture, but this texture has UV mapping. So the engine tries to find UV coordinates and fails - because there aren't any. And it makes it pinkish "errorish" material instead of existed one - to show that here are some errors. So I recommend just to delete this texture because it doesn't seem to do anything
2. B4W EXPORT ERROR: The "Armature" armature modifier has no armature object or it is not exported. Modifier removed.
Arterie has an empty armature modifier - just delete this modifier.
3. B4W EXPORT WARNING: Missing active camera or wrong active camera object
You doesn't have any cam in the scene - so the engine just makes default one. I recommend to add a camera because you can control its parameters and position in that case)
4.
B4W WARN: non-uniform scale for object Sphere.001
B4W WARN: non-uniform scale for object Circle.003
B4W WARN: non-uniform scale for object Circle.002
B4W WARN: non-uniform scale for object Circle.001
Aand this is it, As said here (Transform > Scale), all 3 components (x, y, z) should be the same. You can select those objects, press Ctrl+A ->Apply scale, or you can select "Apply scale" in Blend4Web part of Object settings. Also select here "Apply Modifiers" too because now everything exports without subsurf
One more thing: I strongly recommend deleting all those lamps exept one. Lamps are very heavy things and you can do it all just using one sun lamp and adding some environment lighting.
Here I made everything said above :)
NIERE-MC010_A_BRender_test.blend
NIERE-MC010_A_BRender_test.html
If you press f12, and see the console you may see some warnings and errors. So here we see:
1. B4W EXPORT ERROR: Incomplete mesh "Circle" No UV in mesh with UV-textured material. Material: "Arterie".
"Circle" is an arterie and the material uses empty texture, but this texture has UV mapping. So the engine tries to find UV coordinates and fails - because there aren't any. And it makes it pinkish "errorish" material instead of existed one - to show that here are some errors. So I recommend just to delete this texture because it doesn't seem to do anything
2. B4W EXPORT ERROR: The "Armature" armature modifier has no armature object or it is not exported. Modifier removed.
Arterie has an empty armature modifier - just delete this modifier.
3. B4W EXPORT WARNING: Missing active camera or wrong active camera object
You doesn't have any cam in the scene - so the engine just makes default one. I recommend to add a camera because you can control its parameters and position in that case)
4.
B4W WARN: non-uniform scale for object Sphere.001
B4W WARN: non-uniform scale for object Circle.003
B4W WARN: non-uniform scale for object Circle.002
B4W WARN: non-uniform scale for object Circle.001
Aand this is it, As said here (Transform > Scale), all 3 components (x, y, z) should be the same. You can select those objects, press Ctrl+A ->Apply scale, or you can select "Apply scale" in Blend4Web part of Object settings. Also select here "Apply Modifiers" too because now everything exports without subsurf
One more thing: I strongly recommend deleting all those lamps exept one. Lamps are very heavy things and you can do it all just using one sun lamp and adding some environment lighting.
Here I made everything said above :)
NIERE-MC010_A_BRender_test.blend
NIERE-MC010_A_BRender_test.html
30 марта 2015 10:52