Forum

User posts rknopf
06 January 2017 04:10
Ответ на сообщение пользователя rknopf
Sorry to rez this, but I thought I'd mention that this became a blocker for me. With twenty skinned objects being loaded (vs. cloned), the load times were painful. Is cloning skinned objects still on the roadmap?

Yes. I can assume, this feature can be introduced in 2 or maybe 3 releases. We'll make the copy function to work properly with the whole object hierarchy. Thus, you will only need to copy a parent object so that all its children will be copied automatically. And there will be an option to disable this behavior.

I see that deep copy has been added since I posted this, but it looks like armatures are not included? Did this feature get implemented?

Thanks! (and sorry for the necromancy!)
09 February 2016 02:30

Ответ на сообщение пользователя Evgeny Rodygin
Yes, this is not a very optimized way of cloning objects, but this is the easiest one. Currently, we have limitations on cloning skinned objects, lamps and cameras. All these are pretty tough tasks but are working on improvement.

Sorry to rez this, but I thought I'd mention that this became a blocker for me. With twenty skinned objects being loaded (vs. cloned), the load times were painful. Is cloning skinned objects still on the roadmap?
06 January 2016 02:53
Umm, okay. That sounds a lot like just having two objects :P

Thanks for the suggestions! I'll figure something out!
06 January 2016 02:51
ARRGH. I stared at this code for three days.

I wanted to hide the objects when I load them and show them when I'm ready, right? Yeah, but I didn't read the fine print:

https://www.blend4web.com/api_doc/module-data.html#.load


Hide loaded and disable physics objects

/facepalm

I assume https://www.blend4web.com/api_doc/module-physics.html#.enable_simulation is what I want when I show, yes?

My bad.. move along. Nothing to see here except a slightly embarrassed B4W user…but hey.. what's a little boolean among friends?

04 January 2016 03:46
I'm using a chunk of code from the detail sample (mouse_cb -> append_ray_test_ext), but I've run into two issues.

1) No matter what value I put into the Collision ID filter, I'm getting all the objects hit by the ray cast. It's like "ANY is used instead of my filter. I can look at the collision_id value and see that objects are being returned in the callback that have a different name than I gave it.

2) The append_ray_test_ext is *not* returning any object that was brought into the scene via m_data.load() (from another scene). It does return objects that were in the originally loaded scene, though. Is there a restriction from using the camera from the active scene and finding ray collisions from objects loaded from a different scene?

I'm pretty sure I'm just missing a setup value somewhere. Can someone point me in the right direction?

Thanks in advance!
04 January 2016 03:35
Thanks for the reply!

I broke the armature into two pieces (upper and lower) and made the upper the parent of the lower. The mesh (which is a child of the upper armature) has two armature modifiers on it. This works fine in Blender (playing separate actions on each armature deforms the mesh properly), but the lower armature doesn't move the legs of the mesh when an animation is applied/played inside b4w. The upper armature works as expected. Is there something I'm missing? Can a mesh only have one armature modifier?

02 January 2016 12:00
Hello (and Happy New Year)!

I was trying to figure out how to apply two animations to the same armature. Basically I'm looking to play a full body animation on a character (like run or idle), but overlay another animation (like punch or point) on it when appropriate. The second animation only has the upper body bones keyed (spine and up). How is that done with B4W? I've looked through the forums and can't find anything, so forgive me if I missed it.

Thanks!
13 August 2015 05:06
Perfect. Thanks!
10 August 2015 20:02
Hi!

I'm trying to figure out how to set a value used by a shader (uniform) from within .js. Within Blender, I used a driver (distance from a moving object) as a Value input, but I don't understand how to set that programmatically from within my code. Is there a tutorial/resource someone could point me to that explains how this could be done?

Thanks!
03 August 2015 20:09
Cool. Thanks for the help!