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User posts liyao252
09 July 2017 04:01
Reply to post of user Will Welker
Thread about Facebook here.
It makes sense that they don't have it because they don't have server service. Thanks Will :)
28 February 2017 23:31
Hi,
This is what the console says when I run the app with m_nla.set_nla_frame. Typo of function name in the API reference?
20 February 2017 16:42
Reply to post of user Pavel Kotov
Can you please attach a minimal working example of .bend file with mentioned behaviour?

P.S.
Shadows and SSAO are turned off on LOW quality, maybe this is the case?
Sure. Can I email you instead. Please let me know. Thank you
20 February 2017 16:34
Reply to post of user Ivan Lyubovnikov
The easiest way to fix it is to pack the missed images into the blend-file and then make reexport.
You can pack all the files by the "File->External Data -> Pack All Into .blend". command if you don't mind it.
Alternatively you can manually pack only missed images in the blend-file via the special button near the image's source path or via the python console, what's easier for you:

Thank you for your reply.
I have included the libarry when I created the project so they are in the project folder.
I appended the materials and they are in the assets folder with the right names after exporting. I also manually put them in the folder too.
I also tried to pack them. But these images still cannot be loaded. Other images can be loaded successfully.
I don't know why it's not working.
20 February 2017 08:15
Hello again,
I deployed my web_app and ran it on my local server. Some images from the material library could not be loaded.
The web app worked fine and loaded all the images before I deployed it.
I also tried to copy the images directly from the material libary and replace them in the deplyed folder. It wouldn't work either.
Anyone have an idea how to fix it?
Thank you!

Screen Shot 2017-02-20 at 12.14.26 AM.png
19 February 2017 12:30
Hi Pavel,

I have another question:
In b4w, I enabled ambient occlusion and enabled the shadow rendering. I also set all the objects casting shadows and catching shadows. But I still couldn't see any ambient occlusion.
I have several point lights with shadow casting on and a little environment light.
Do you have any idea why it doesn't work?
19 February 2017 10:15
Reply to post of user Pavel Kotov
Hello!

Your texture seems to be sRGB color space. Set it to Non-color and all must be fixed!

It worked! Thank you so much!
17 February 2017 06:37
Hi again,
I am testing normal maps and I couldn't get it to work in blend4web. The mapping does not look correct (see attached screenshot)
The map was baked in Cycles Render mode and added in the logic node in blend4web.
I am not sure whether it is the right way to do it. Need help please!

Thank you so much!!!
10 February 2017 09:37
Reply to post of user Roman Sementsov
Hello,

It's called when the camera finished the animation. The timeout is used for the outlining animation delay.
Thank you so much Roman.
08 February 2017 21:59
Reply to post of user Roman Sementsov
It's a conditional operator. You can read about it here

Thanks for the link. But I still don't fully understand why you need a timeout here:
function view_stage() {
    var cur_stage       = _products[_product_index]["stages"][_cur_stage - 1];
    var start_frame     = m_scs.marker_frame(cur_stage["start_frame"]);
    var end_frame       = m_scs.marker_frame(cur_stage["end_frame"]);
    var start_cam_point = m_scs.get_object_by_dupli_name("camera_stages",
                                                 cur_stage["start_cam_empty"]);

    var timeout = m_nla.is_play() ? 1000: 1;

    m_nla.stop();
    m_nla.set_range(start_frame, end_frame);

    move_rot_camera_to_point(start_cam_point, function() {
        m_nla.set_frame(start_frame);

        m_time.set_timeout(function() {
            m_nla.play(function() {
                play_outline(cur_stage);

                _cur_substage = 1;

                animate_substage(cur_stage);
            })
        }, timeout)
    })
}


Do you mind explaining it to me? Dose move_rot_camera_to_point immediately calls the cb function or it calls it when the camera is finished moving?
Thank you!