由用户创建的信息 NicolasCharmel
20 October 2017 00:15
19 October 2017 20:01
I made a mistake.
I made confusion when loading my new files.
What I was looking at was my old one with the old engine….
So now, I've fixed this and now the loader stops at 18%, and here is what I get with F12:
B4W ERROR: 404 when trying to get AutoRetro2017.bin?v=_b4w_ver_17_08_
B4W ERROR: No active scene
B4W ERROR: get_move_style(): Wrong camera object
B4W ERROR: get_move_style(): Wrong camera object
B4W ERROR: get_velocities(): Wrong camera object
I did'nt change anything in my blend file.
I made confusion when loading my new files.
What I was looking at was my old one with the old engine….
So now, I've fixed this and now the loader stops at 18%, and here is what I get with F12:
B4W ERROR: 404 when trying to get AutoRetro2017.bin?v=_b4w_ver_17_08_
B4W ERROR: No active scene
B4W ERROR: get_move_style(): Wrong camera object
B4W ERROR: get_move_style(): Wrong camera object
B4W ERROR: get_velocities(): Wrong camera object
I did'nt change anything in my blend file.
19 October 2017 19:19
HI everybody ( Yuri, I don't forget you and your offer )
I noticed the same problem on Android 7.0.0; with Chrome 61.0.3163.98.
Here is what appears :
https://drive.google.com/open?id=0B3mO2tEN4ahkbV9xZlZWb3N1bGc
…instead of my textures.
On the same mobile, a Moto G5, it works PERFECTLY with Firefox.
That's the reason why I didn't write here before.
But I found out yesterday the same issue with another mobile, a Lenovo, ansdChrome again.
Today, I have recompiled one of my work with the 17.08 B4W and tried it on my MotoG5.
Still working perfect with Firefox, and still nothing with Chrome.
Otherwise, everything works perfectly too on computers with Firefox AND Chrome…
Any idea ?
I noticed the same problem on Android 7.0.0; with Chrome 61.0.3163.98.
Here is what appears :
https://drive.google.com/open?id=0B3mO2tEN4ahkbV9xZlZWb3N1bGc
…instead of my textures.
On the same mobile, a Moto G5, it works PERFECTLY with Firefox.
That's the reason why I didn't write here before.
But I found out yesterday the same issue with another mobile, a Lenovo, ansdChrome again.
Today, I have recompiled one of my work with the 17.08 B4W and tried it on my MotoG5.
Still working perfect with Firefox, and still nothing with Chrome.
Otherwise, everything works perfectly too on computers with Firefox AND Chrome…
Any idea ?
10 July 2017 19:03
hi there,
It does work perfectly with Firefox on the same device
Otherwise, Chrome has been updated since last week and is now 59.0.3071.125
When I try the demo I made with html export, it works if I choose ultra defintion or low one ( but there, it isn't clean ). High definition does the same "thermic aspect" on both Firefox and Chrome.
But the demo I made with .json export and a .js to call them are perfect in Firefox and seem not to load textures in Chrome.
However, on my recent computers, both work perfectly.
So the problem is with Chrome on Android 7 mobile device.
It does work perfectly with Firefox on the same device
Otherwise, Chrome has been updated since last week and is now 59.0.3071.125
When I try the demo I made with html export, it works if I choose ultra defintion or low one ( but there, it isn't clean ). High definition does the same "thermic aspect" on both Firefox and Chrome.
But the demo I made with .json export and a .js to call them are perfect in Firefox and seem not to load textures in Chrome.
However, on my recent computers, both work perfectly.
So the problem is with Chrome on Android 7 mobile device.
29 June 2017 16:06
28 September 2016 19:15
Chrome does really reflect what is around.
Just have a look in real life at your face in a spoon for example
The cylindric part of your heater gives a good reflection effect, and you'd want not to be able to distinguish the reflect on the sides.
For that, you could blur your source image. Around 20 to 50 % maybe.
Just have a look in real life at your face in a spoon for example
The cylindric part of your heater gives a good reflection effect, and you'd want not to be able to distinguish the reflect on the sides.
For that, you could blur your source image. Around 20 to 50 % maybe.
27 September 2016 15:34
Hello Alberto,
If you are famlliar with Blender, try this :
1-First of all, create an env map and save the file as a .jpg :
For this , you need a cube, an empty and a sphere.
The empty must be located at the origin af the sphere. ( in the center of the sphere )
And the cube whereever you want, but not in the sphere.
On the sphere, assign a shadeless material with a white and black panoramic (image or movie ) texture and "generated" coordinate set to "sphere".
On the cube, assign another shadeless material with an environnment map texture and choose the empty as source of the envmap.Projection set to "cube"
Hit F12, and when the rendering is done, your envmap texture is done too. Save it as a .jpg texture.
It should be a rectangular image ( 3:2) with two rows of three squares on which your first panoramic picture is mapped in another way.
2- Then assign the material to your object :
Open your .blend with the object which will receive the chrome material.
Assign a new material, with a more or less dark grey diffuse, set specularity with high value and hardness around 100 ( cook torr is perfect )
Assign a texture with environnment map (source set to image file ). Choose your envmap.jpg done previously,
set coordinate to "generated", and "cube" or "sphere" according to the shape of your object.
Influence : no color, but toggle mirror and set it to a value between 0.2 and 0.7.
You won't see the result in blender viewport, but you hit "fast preview" in the render tab and it'll open your browser and show you this result. You' ll probably need to adjust some of the parameters in the material tab and in the texture's influence tab ( mix, or overlay, or … )
Hope this will help.
If you are famlliar with Blender, try this :
1-First of all, create an env map and save the file as a .jpg :
For this , you need a cube, an empty and a sphere.
The empty must be located at the origin af the sphere. ( in the center of the sphere )
And the cube whereever you want, but not in the sphere.
On the sphere, assign a shadeless material with a white and black panoramic (image or movie ) texture and "generated" coordinate set to "sphere".
On the cube, assign another shadeless material with an environnment map texture and choose the empty as source of the envmap.Projection set to "cube"
Hit F12, and when the rendering is done, your envmap texture is done too. Save it as a .jpg texture.
It should be a rectangular image ( 3:2) with two rows of three squares on which your first panoramic picture is mapped in another way.
2- Then assign the material to your object :
Open your .blend with the object which will receive the chrome material.
Assign a new material, with a more or less dark grey diffuse, set specularity with high value and hardness around 100 ( cook torr is perfect )
Assign a texture with environnment map (source set to image file ). Choose your envmap.jpg done previously,
set coordinate to "generated", and "cube" or "sphere" according to the shape of your object.
Influence : no color, but toggle mirror and set it to a value between 0.2 and 0.7.
You won't see the result in blender viewport, but you hit "fast preview" in the render tab and it'll open your browser and show you this result. You' ll probably need to adjust some of the parameters in the material tab and in the texture's influence tab ( mix, or overlay, or … )
Hope this will help.
26 September 2016 14:03
07 September 2016 17:48
Greatful thanks again !!
Now I can have my watch synchronised with the user's computer.
Wonderful.
But, since I'm not using the WebPlayer in order to have it working, I don't know how to allow the user to toggle in fullscreen if desired.
Is there a simple code to add in my html, CSS and js files ?
Thank you by advance.
Now I can have my watch synchronised with the user's computer.
Wonderful.
But, since I'm not using the WebPlayer in order to have it working, I don't know how to allow the user to toggle in fullscreen if desired.
Is there a simple code to add in my html, CSS and js files ?
Thank you by advance.
06 September 2016 16:10
Hello again,
I don't succeed in understanding how to make it work.
I would like to get hour in a variable and minute in another in order to change rotation of a clock hands.
I have put the Konstantin's code between scripts tags in the head of my html frame like this :
And I have inserted a JS callback node in my blend file which call get_hours ID like the file attached
But, of course, the minute hand of my clock doesn't move to the right position when I open the scene in browser.
Could you guide me please ?
I don't succeed in understanding how to make it work.
I would like to get hour in a variable and minute in another in order to change rotation of a clock hands.
I have put the Konstantin's code between scripts tags in the head of my html frame like this :
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<title>Montre</title>
<script>
var m_logn = require("logic_nodes);
function app_initialization(canvas_elem, success) {
m_logn.append_custom_callback("get_hours", get_hours_callback);
load_scene();
}
function get_hours_callback(in_params, out_params) {
var mydate = new Date();
var hour = mydate.getHours();
var minute = mydate.getMinutes();
out_params[0] = hour; minute;
}
</script>
</head>
<body bgcolor="#000000" bottommargin="0" topmargin="0" leftmargin="0" rightmargin="0" marginheight="0" marginwidth="0"><center>
<div id="tr" overflow=" hidden">
<iframe id="video"name="anim" style =" width : 900px ; height :500px; background-color : #000000;" frameborder = "no" color = "#000000" allowfullscreen src="webplayer.html?load=HorlogeTestCode.json&no_social"></iframe>
</div>
</body></html>
And I have inserted a JS callback node in my blend file which call get_hours ID like the file attached
But, of course, the minute hand of my clock doesn't move to the right position when I open the scene in browser.
Could you guide me please ?