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由用户创建的信息 davdup
23 December 2015 12:14
Wow… congratulation guys. it's impressive to realize that such a big company, developping tools like Catia, Solidworks or 3DVia are using your solution!! That's kind of disturbing when you know how expensive their solutions are… and they can't propose their own interactive Greeting card using them…
That makes us even more confident in our choice to work with your solution!
17 March 2015 16:58
Can't wait to see this!!
06 March 2015 17:47
it seems to work with the nodes but not with the standard material editor… see attached files…
06 March 2015 17:29
Two answers for the price of one!! Thanks guys…
06 March 2015 16:21
Mmm… I have some moving parts that should use these materials…
I also made a few tests, but I get a nice pink material everytime I try to use the "Global" coordinates…. It is also said in the documentation that only UV or generated coordinates are supported now… Is it the case?
I will wait for future improvements then, but this would be really great! Thanks anyway
06 March 2015 16:08
Hi, I am following the instructions posted here:
https://www.blend4web.com/en/forums/topic/271/
trying to animate a part of my model with an armature, but I must be missing something, as I get a completely messed up result… as if the bones deformation was amplified or something…
I have attached snapshot and the .blend file (the library files are not included, but the mesh and armature which are problematic are there…).
Do you have a clue of what's happening here??
Thanks!

06 March 2015 12:37
Hi,
I would like to use a normal map for generic materials (like paint, or fabric) without having to UV unwrap my whole models (which can be quite complicated…). This is possible for usual renders (with Cycles or BInternal) using the generated texture space, with a well defined texture space, ie not automatic, with controlled dimensions.
But I cannot figure out how to use this with WebGL materials… Do you know if it's possible? How to do this?
Also it seems possible to use the "Generated" coordinates for textures with "standard" materials, but when using the node system, there is no more "Generated" output to the Geometry node! Is it possible to use the Generated texture coordinates in the node system??
Thanks for your help!

David
26 February 2015 22:15
Ah! I did not think about this… I have put in place the solution I was planning: hiding/showing the interface buttons according to the status of the loaded file… I must say I like it also. This avoids having too many useless buttons on the interface. Perhaps a mix of the two solutions would be the best solution, the "cleaner" one!
Thanks very much for your help as usual!
26 February 2015 21:06
Thanks a lot!!
I was close to that on my side, I'm getting better…
However, there is still a small issue… if a click again on the same "load" button with my additional scene already loaded, the unload button does not work anymore…
I can find a way to hide the load button once it is loaded and prevent the user to click again! But there must be another "javascript" reason for that…
26 February 2015 20:40
Well… that's where my skills are a little too weak…
here is the code for the buttons I want to use:

// init show/hide info layers button
function init_show_hide() {

var load_add_scene = document.getElementById("load_add_button");
var unload_add_scene = document.getElementById("unload_add_button");  
    
// this function loads an external .json file into the scene
load_add_scene.addEventListener("click", function(e) {
        m_data.load("Scene_Demo_Arrows.json", null, null, false, false);
    });
// this function SHOULD unload the external .json file from the scene this is where I need help... I would like to store the id of the previously loaded scene, and re-use this ID here.
unload_add_scene.addEventListener("click", function(e) {
        m_data.unload();
    });
}


The solution must be very simple but I really have to learn more about javascript coding…