由用户创建的信息 dal
21 December 2017 10:55
Hello!
Currently set_active() method just selects the scene which then is used for some manipulations in internals. But unfortunately non-main scenes you can use only for rendering into a texture. Work on the API and Internals refactor is a large task for february and further releases. Scenes' API is the first here.
Currently set_active() method just selects the scene which then is used for some manipulations in internals. But unfortunately non-main scenes you can use only for rendering into a texture. Work on the API and Internals refactor is a large task for february and further releases. Scenes' API is the first here.
Alexander (Blend4Web Team)
18 December 2017 10:39
Back at the initial example: is there a way on "transform object" node on location, rotation to make it go less distance? i went doen as far as 0.001 as "x" numerical value and still goes too far when clicked. I need to go less than that…it goes toofar for my purpose. Is this set to pixels? is there a way to change the units measure??
Try to multiply this value by e.g 0.1 with Math node to make it smaller
Alexander (Blend4Web Team)
15 December 2017 16:09
It seems that in some step you have overwritten your original project HTML with HTML export.
There are two types of outputs you can use during export.
First is HTML export.
You can use it if you want just put your model into one file and you have no javascript code.
How it works: Addon use some html template with builtin webplayer and injecting all your data regarding your 3d model: this is json with metadata, bin with geometry, all textures and videos. So as an output you have one large html.
Another type is JSON export.
The output is Json and bin files. To use this type of output you should write your own Bled4Web application or use webplayer to load it. In case of your app you should create html, insert script tags with engine core and your application code. Project manager can do it for you when you are creating a project. Then if you've modified your model or logic nodes, you should export to JSON and choose the correct file (by default it is already correct).
So HTML-export is bundle which include webplayer, and your model
JSON-export is like an export of resources which Blend4Web engine can load:
There are two types of outputs you can use during export.
First is HTML export.
You can use it if you want just put your model into one file and you have no javascript code.
How it works: Addon use some html template with builtin webplayer and injecting all your data regarding your 3d model: this is json with metadata, bin with geometry, all textures and videos. So as an output you have one large html.
Another type is JSON export.
The output is Json and bin files. To use this type of output you should write your own Bled4Web application or use webplayer to load it. In case of your app you should create html, insert script tags with engine core and your application code. Project manager can do it for you when you are creating a project. Then if you've modified your model or logic nodes, you should export to JSON and choose the correct file (by default it is already correct).
So HTML-export is bundle which include webplayer, and your model
JSON-export is like an export of resources which Blend4Web engine can load:
m_data.load(APP_ASSETS_PATH + "simple_app.json", load_cb, preloader_cb);
Alexander (Blend4Web Team)
14 December 2017 13:23
Unfortunately, Blend4Web doesn't support IK, and only Copy Transforms bone constraint is supported experiment1.blend.
You can move bones independently, but currently you have to use javascript. You can use JS Callback node to call your Javascript
You can move bones independently, but currently you have to use javascript. You can use JS Callback node to call your Javascript
Alexander (Blend4Web Team)
13 December 2017 13:02
13 December 2017 12:57
13 December 2017 12:35
Hello!
Try to use Define Function and Call Function nodes
Unfortunately, currently you can't do this
With pure logic nodes it is impossible. But, I think it could be implemented by calling javascript with JS Callback node
Your link is broken, I can't answer other questions
- Do you think that it's really possible to simplify the logic in logic node ? As you see, there is a lot of nodes, for simple actions…
Try to use Define Function and Call Function nodes
-Is there a way to use one node of inherit materials for a group of objects ? With materials link or something else ?
Unfortunately, currently you can't do this
-Is that possible to control the selected object with the mouse to rotate it as we want ? I think i have to use API methods for this…!?
With pure logic nodes it is impossible. But, I think it could be implemented by calling javascript with JS Callback node
Your link is broken, I can't answer other questions
Alexander (Blend4Web Team)
13 December 2017 12:20
Hello!
Currently you can use compiled version of engine which you can find in [blend4web_sdk_path]/deploy/apps/common with any framework. Just include it into your html with script tag and load your json from the right path:
Also you can use assets_path property to set path to your assets and get it with m_cfg.get_assets_path() or m_cfg.get("assets_path")
Currently you can use compiled version of engine which you can find in [blend4web_sdk_path]/deploy/apps/common with any framework. Just include it into your html with script tag and load your json from the right path:
m_data.load("right/path/to/your/assets.json", load_cb, preloader_cb);
Also you can use assets_path property to set path to your assets and get it with m_cfg.get_assets_path() or m_cfg.get("assets_path")
m_cfg.set("assets_path", "path/to/your/assets");
var APP_ASSETS_PATH = m_cfg.get_assets_path();
Alexander (Blend4Web Team)