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由用户创建的信息 dal
31 January 2018 11:38
dal
Приятно слышать!
Alexander (Blend4Web Team)
31 January 2018 11:35
dal
1) The patch should be applied to the src/intern/camera.js
2) Find the function get_camera_angles_from_quat
3) Insert two lines tagged with "+" between
var my_world_cam = m_util.quat_to_dir(quat, m_util.AXIS_MY, _vec3_tmp4);

and
// base angles

but do not copy these two "+"

Or use more correct way: patch or git apply commands
Alexander (Blend4Web Team)
31 January 2018 11:26
dal
Now I see that for your case programming is preferable.

The process starts with a user uploading material for processing which results in the generation of a 3D model, that model will need to be imported and then a large number of small objects/icons/geometric shapes will need to be added.. their hyperlinks provide access to additional functionality.

Material? Do you mean some resource? A file in some format? We usually use a term "material" for 3D models materials.

The generated 3D model consists of "large number of small objects/icons/geometric shapes" ? they should be placed on the scene and click handlers for each of them are required?

I will need to learn how to import the 3D model and then how to generate the geometric shapes with hyperlinks

Currently Blend4Web engine can load models using its own format (.json + .bin). The objects generation from scratch is not supported currently (we are working on this issues just now), but you can copy an existing object and replace it's geometry.
Look at this code snippet example about dynamic geometry. Since you want your objects to be clickable, you need check "Selectable" flag for the original object in Blender (object with name "Plane" from the code snippet).

I expect the results will need to be packaged up in some way so that it can be saved at rest for rendering on demand as and when the web-server is asked.

The usual use case for Blend4Web is to load .json+.bin which were exported from Blender, so your models can be packet into .json+.bin. But if you need dynamically generated models you can use your own format and generate them on the fly (see cod snippet example mentioned above)
Alexander (Blend4Web Team)
30 January 2018 18:36
dal
You can mix programming and logic nodes. But you should be careful with the access to the objects. Do not operate on the same objects from the nodes and from the code. It could be difficult to find the reason of potential problems in such concurent cases. But if you need this, you can create variable with lock-meaning and check it before the access.
See this presentation from the Blend4Web conference 2016. It is a bit outdated - some nodes now have new names (e.g. Switch Select -> Select), but in general it is still actual
Alexander (Blend4Web Team)
30 January 2018 18:19
dal
Hello! And welcome to our forum!

Yes of course you can load objects and use them as hyperlinks. Try to use Logic Editor. Maybe for your case no programming is needed. To make hyperlinks use Select and Page Redirect nodes.

I have 18 years programming experience but none of that is with Python, most of my experience is with object oriented languages such as VB, C# etc.

No Python programming is required. Blend4Web engine is written with JavaScript and it uses native browser technologies.
Feel free to ask any questions
Alexander (Blend4Web Team)
30 January 2018 17:39
dal
Could you apply the following patch and check whether the crash still exists?
diff –git a/src/intern/camera.js b/src/intern/camera.js
index 0d34606..a9a27f8 100644
— a/src/intern/camera.js
+++ b/src/intern/camera.js
@@ -814,6 +814,8 @@ function get_camera_angles_from_quat(quat, vertical_axis, dest) {
var z_world_cam = m_util.quat_to_dir(quat, m_util.AXIS_Z, _vec3_tmp3);
var my_world_cam = m_util.quat_to_dir(quat, m_util.AXIS_MY, _vec3_tmp4);

+ m_vec3.normalize(z_world_cam, z_world_cam);
+ m_vec3.normalize(my_world_cam, my_world_cam);

// base angles
var base_theta = -Math.asin(m_vec3.dot(z_world_cam, vertical_axis));
Alexander (Blend4Web Team)
30 January 2018 10:52
dal
Thank you for the report!
This is definitely a bug. We will investigate it.
Alexander (Blend4Web Team)
30 January 2018 10:48
dal
Забыл уточнить, что, говоря о html, интерфейсе я имел в виду некую простейшую кнопку, которая будет рисоваться поверх канваса, вроде той, что реализована у нас в webplayer. Для реализации интерфейса в виртуальном мире пока что проще всего использовать 3д-объекты, например плэйники с текстурами.
Alexander (Blend4Web Team)
30 January 2018 10:40
dal
В данный момент это работает автоматически, достаточно вызова enable_hmd
Alexander (Blend4Web Team)
29 January 2018 12:43
dal
2) So there is a tutorial by Ian Scott where in the "common files" we are supposed to find uranium.js & company files. Well they are not there. They are in other location;
uranium and built engine were moved into dist directory since 17.12

3) if I use the css, html and adapt .js to my purpose and launch in my host should it work?
Yeah, why not? Just a one little note from me: if you are using many external frameworks or libraries like adapt.js, it could be more convenient to use blend4web npm package

4) its is confusing because there are several tutorials in you tube using older versions of B4W where they teach to go to project manager and transfer files, type this and that…and they are outdated. So the result is you are getting outdated questions over here too. People like me are working really hard to learn B4W and the varied source of instructions really confuses people. I dont think i am alone on this….
Thank you. We will check our own tutorials.

Im trying to get sliders from shape keys…i could use logic nodes but then people will have to click, click, click….because there are so many shape keys…
Logic nodes currently is not the best way to work with shapekeys, because you should click.. click..

And what about morphing example? You get to understand?
Alexander (Blend4Web Team)