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User posts crazyFolker
20 September 2015 14:39
Clicking on an anchor doesn't currently generate a Select And Jump event.

This would be useful for automatically moving a camera to the location associated with that anchor*.

* see next feature request, a "Change Camera" node :) https://www.blend4web.com/en/forums/topic/852/?page=1#post-3953
20 September 2015 14:22
In the current Camera Tab, you can either type in the target location direct, or place the 3D cursor and then click the "Copy Cursor Location" button.

It would be cool to have a "Look At Object" button as well, that just looks at the object in question, and also updates the camera in Blender to reflect what the user will see in Blend4Web. ( currently, changing the target location doesn't update the camera in Blender, so you will see something different when you export if it's not looking at that location in the editor )
20 September 2015 13:41
Hi Will,

Here you go…

http://www.gameskinners.com/blend4web/questions/reflect/

( Blend file can be downloaded here - http://www.gameskinners.com/blend4web/questions/reflect/reflect.blend )


Steps…
1) Add a material to the plane, and under Material tab, in the Mirror panel toggle on "Show Reflectivity" and set the Reflectivity setting to higher than 0
2) For the plane, in the Object tab, under Reflections panel, turn on Reflective ( type = Plane )
3) For the box, in the Object tab, under Reflections panel, turn on Reflexible ( Reflectable? )

That should be you good to go…
20 September 2015 04:53
Hi Will,

The type of interaction I was looking for is more like piano keys, where you can press one ( and it animates ), and at any time you can press the other one ( either during the animation of the other object, or after ), and it starts playing immediately on the click, and doesn't have an effect on the animation of the first one - basically, both items should be clickable / animatable independently, at any time.
19 September 2015 17:55
I'd like to click on the ball, have it start to animate, and then click on the sphere and have it start to animate while the ball is still animating.

How can I do this?

Here's the link to a blend file, where you can click on the two items and they animate independently, but not at the same time…

http://gameskinners.com/blend4web/questions/two_anims/two_anims.blend

Thanks for any help…
19 September 2015 17:43
I'm sure it's already fixed, but thought I'd post just in case - am getting this warning with the new RC of Blender.

http://www.gameskinners.com/blend4web/bugs/warning1/
19 September 2015 12:21
To be fair to the Unity guys, they managed to get the size of an internal build down to 1.2Mb

"We have been experimenting with this at our last HackWeek, where we had a project to see how far we can reduce the output size of our WebGL export. At the end of the week, we were able to build a simple Unity project to WebGL with a distribution size of 1.2 MB, by improving code stripping, improving compiler settings, and removing things we don’t need among other things. "

http://blogs.unity3d.com/2015/06/18/webgl-webassembly-and-feature-roadmap/


Having said that, Blend4Web seems to be the best WebGL cross platform system to date that I've seen ( including mobile support ), and with the workflow out-of-the-( Blender )-box and features like the new Logic Editor node system, for me it is a great solution for many (non game) web 3D projects.
17 September 2015 23:31
At the moment, a Logic Editor can be added to a scene.

I can see where having a Logic Editor per object could be useful as well, especially if an empty name defaulted to being the current object the Logic Editor is attached to ( and maybe the to and from for animations defaulted to say the start and end of an NLA animation, or there was predefines for start/end ).

You could have a generic "Click to animate" script that could be attached to a number of objects, so when you click on any of them, it plays that objects animation.

In fact, why not more than one Logic Editor per object / scene :)

You could then have a send / receive message node, to allow objects to communicate with each other.

Or, have types of Entry Point nodes, eg OnTouch, OnFrameUpdate, OnMessage etc ( taking note from the current Logic Editor actuators ).
17 September 2015 23:21
> Doing optimizations on per-feature basis at the moment of export would increase export time significantly, up to several
> seconds for a simple cube and much more for complicated scenes.

Of course, by default you would want the current fast export, but it would be good to allow artists to have the option of choosing a slower export if a smaller file size was required by their client.

> Also, 1.6 Mb is not a big deal nowadays, so as far as the code base is small, we are not very concerned with implementing
> such optimizations.

True, it's not too big, but if it was possible to export a WebGL scene with code 1/10 of that size, that would be something you could advertise to help sell Blend4Web. I was more mentioning it, just in case it was something on your to-do anyways.

Just out of interest, the Unity guys did a coding sprint with their WebGL exporter, and had mentioned that they got quite good size optimisations etc.

> Nonetheless, Blend4Web is open source software (there's also a commercial license which welcomes modifications) so if
> you are interested you could give your idea a try.

If I ever get the time, I'll give it a go :)

At the moment, I'm more experimenting with Blend4Web, to see how flexible it is to export content right out of Blender and into a web page. I'll def sign up for the commercial license if I see an opportunity to sell a Web 3D project to a client.
17 September 2015 14:40
Those Blender developers are nearly as fast as the Blend4Web developers at fixing bugs!!! :)

http://lists.blender.org/pipermail/bf-blender-cvs/2015-September/080529.html