由用户创建的信息 berdon
04 June 2017 12:13
The model uses Cycles material, and the result with Cycles render is picture-1, the exported .html file opened in browser is picture-2.
But the picture-2 is all black. No materials, no lighting.
Couldn't find beginner tutorial how to apply materials. Could someone please describe what we need to do?
But the picture-2 is all black. No materials, no lighting.
Couldn't find beginner tutorial how to apply materials. Could someone please describe what we need to do?
08 April 2017 11:41
Hi, friends, I cannot solve the problem and need your help. I searched in google and find some ways, but all didn't work. And I found that the iphone only can use 51 bones maximum, which is unbelievable and the quantity is too low.
So, to make the skeletal animation fine, I have to use more than 102 bones, is there still some ways to make it.
Look forward to your reply.
So, to make the skeletal animation fine, I have to use more than 102 bones, is there still some ways to make it.
Look forward to your reply.
07 April 2017 04:49
06 April 2017 11:46
I open the model html files, which Contain the bone animation. But it don't work well, the model is in the original position which means that the bones don't work.
And the debugging info is:B4W ERROR: too many bones for "TDA Miku_mesh" / 200 bones (max 51 with blending, 102 without blending). Skinning will be disabled.
So, is the bones too many?
And the debugging info is:B4W ERROR: too many bones for "TDA Miku_mesh" / 200 bones (max 51 with blending, 102 without blending). Skinning will be disabled.
So, is the bones too many?
22 March 2017 18:16
05 March 2017 15:49
22 February 2017 04:57
Vertex and armature animation can't be exported on the same mesh, but instead of vertex animation you can use Shape Keys and activate them using API or Blend4Web Logic Node System.Yes, I tried the API and Blend4Web Logic Node System. For the Logic node system, the animation can be played well. For the Shape keys API, I tried the delay function to control the shape keys gradually change with time, but the shape keys didn't change gradually but jump to the final value, then the animation couldn't be played well.