User posts Evgeny Rodygin
27 February 2017 12:57
Glad to hear, that everything is fine. Good luck with your project.
27 February 2017 12:49
Please, attach the blend-file.
I think, there is something with material transparency options setup.
27 February 2017 10:22
Ответ на сообщение пользователя ДЕНИС
Очередной раз ( второй!!!) пропала вся логика которую собирал неск дкней !!

описание пропажи точно такое же как в 1й раз
((( что делать.. не пользоваться нодовой логикой?

Дополняю: в сременном файле .blend1 слава Богу все сохранилось .. я так понимаю вовремя заметил при след. сохр и оно бы затерлось
Может ли быть так, что это нодовое дерево оказалось не назначено никакой сцене? Таким образом оно могло автоматически затереться встроенным механизмом очистки в Blender.
25 February 2017 16:59
Hi and welcome to the forum!

Thanks for the report. Attaching a project where this problem is reproduced would significantly help us. From the back-trace it looks like something really big is being processed during the export process.
25 February 2017 16:56
Unfortunately, there are no images in your message.
Can you provide more info on how you created the plane object? Does it have textures when you "Fast Preview" this object?
25 February 2017 16:53
Glad it helped you.

You've almost written a tutorial on html-3d objects interaction in this thread
Need to keep this link in order to provide to other users later.
22 February 2017 19:46
Hi and welcome to the forum,

Really, there is no exact example like this. But you can easily construct it from this example.

Lets assume the id of the div element is "my_div". Then the main_canvas_click callback from the mentioned tutorial can be changed in the following way.

function main_canvas_click(e) {
    var x = e.clientX;
    var y = e.clientY;

    var obj = m_scenes.pick_object(x, y);

    if (obj) {
        var elem = document.getElementById("my_div"); = "hidden";

The example with stones can be found inside SDK under apps_dev/tutorials/interactive_web_application
20 February 2017 11:52

Previously, this function worked the way you have described it and later after several users' requests it was changed to process objects independently.

Anyway, I agree that we need to support the old behavior as well. We'll think of introducing a new function or adding a special flag to the existing method.

Nevertheless, thanks to texture caching, the change_image method performs quite swiftly even with a big number of objects.
20 February 2017 10:05
Я подумал о ещё одном варианте, который должен нормально работать, и, скорее всего, вам удастаться достигнуть желаемого результата.

Каждый элемент брони должен экспортироваться вместе со своим скелетом. При динамической загрузке вам не нужно будет ничего никуда привязывать. Останется только синхронизировать анимацию на скелете тела и скелете подгруженного кусочка брони. Кстати, во многих играх используется именно такой подход.
14 February 2017 16:28
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