gryff

Members
  • Content count

    1,274
  • Joined

  • Last visited

  • Days Won

    13

gryff last won the day on May 17

gryff had the most liked content!

2 Followers

About gryff

  • Rank
    Advanced Member

Profile Information

  • Gender
    Not Telling
  • Location
    London, Canada

Recent Profile Visitors

2,233 profile views
  1. @enwolveren I don't know where you, and others, have gone with this topic, but here are a couple of more examples that I found in my BJS bookmark list of PGs that I was cleaning out yesterday. First a Sprite Effect. Electricity 1. This has electricity and sparks And for @NasimiAsl as well, A Shader Effect Electricity 2. This has 9 different shaders doing all sorts of things - one of which is electricity (cube in back right corner). I have not figured out which part of the code drives this effect. I would one day like to create the "gateway" effect I posted an image of - but that will likely not be soon. cheers, gryff
  2. Ok new github links for my maze entry in the contest 1 Full Maze - includes an intro to watch with music, an animated book, a wizard and his hell hound. 2 Maze (no intro) - four 5x5 mazes connected by gates and stairs. The parts were built in Blender and the maze constructed from instances using BJS and a script. You can jump between the four mazes by pressing the I key on the keyboard if you can't figure out how to open some gates I hope the other contestants mazes are still available.. It was a fun contest cheers, gryff
  3. @giorfasolini : I don't have any experience with using physics so I will leave you in Wingy's capable hands. In the meantime @Wingnut, the image below is my " toolbox-o-Blender-pieces" - 512 vertices total and used to build a maze through scripting by creating instances in BJS My entry in the maze contest went AWOL when Dropbox changed its usage criteria - so I have finally redone them on github. Full Maze - this includes an intro with music but basically something just to watch although the book, the wizard and his hell hound are all done in Blender. Maze (no intro). Try to escape - there are four 5x5 cell mazes each generated by a script so they will be different every time. As a little trick you can jump to the next maze by hitting the I key on the keyboard cheers, gryff
  4. Wow!!! @NasimiAsl: I go to bed and next morning your shader demo. When it comes to shaders - we learn from you! cheers, gryff
  5. @NasimiAsl : not a challenge, but when it comes to shaders - you are the best I can give you the Unity shader code if you wish. cheers, gryff
  6. @giorfasolini : While you can build a maze in Blender , it will be a static mesh. Using a script to create the maze and then using a few objects imported from Blender (solid walls, walls with opening etc.) ,you can build a dynamic maze. I will try to post my contest entry which did exactly tat. cheers, gryff
  7. @boris; Hi boris, welcome to the forum For controlling the ArcRotate camera you can use this kind of code: myScene.registerBeforeRender(function () { if (myCamera.beta < .75) myCamera.beta = .75; else if (myCamera.beta > (Math.PI / 2) * 0.66) myCamera.beta = (Math.PI / 2) * 0.66; }); I got the code originally from something @Dad72 posted.. Play around with the beta values to meet your needs. I have no experience with loading .obj files directly - but others can help I'm sure. cheers, gryff
  8. @enwolveren: Maybe there is a shader option and possibly @NasimiAsl could help. The image below is an electricity shader, applied to a sphere that I used in Unity to create a kind of "gateway" into another world. I did not write the shader - but maybe something could be created for BJS. cheers, gryff
  9. @Raghavender Mylagary: You might want to look at 3D slicer. You can load images and create a 3dmodel which can be automatically cleaned up and exported in an .stl format 3DSlicer and stl export @JohnK ; Yes the images can be noisy which means clean up can take some time. Been a long time since I used magnetic resonance - first thing I ever saw was a magnetic resonance image of a lemon, and wondered where it would go. cheers, gryff
  10. @ Someone : Just trying to go to tutorials from this page: Tutorials But clicking on a tutorial results in a 404 page not found. Are the links missing "/tutorials/" ? cheers, gryff
  11. @Pryme8 ; Well P8, I don't claim to have any skills with this type of thing, but a program called MeshLab can parse .stl files. It is open source and the source files are available - so maybe you can find something at that link. cheers, gryff
  12. exporter

    @paleRider : I tried to explain this above - but Dropbox screwed up my examples with changes they made last September. So here is a new example without Dropbox. The blender scene has two objects - a cube and a sphere - with each having an animation that moves them from left to right separately (see attached image) Undesired Merged Animations - the objects move on top of each other (condition A in image below) Desired Animations - the objects each have their own animations (condition B in image below) The difference is in how the animations are named. Note the "-" (hypen) in the name for the proper animations(B). The exporter need this - otherwise it combines the animations . cheers, gryff
  13. @steverob : Welcome to the forum I assume this is what you are looking for: Office Guy All the script code I used is in the file : index.html (open your web console and grab a copy). The important lines are: var meshcam = myScene.getMeshByName("CameraPreset"); myScene.beginAnimation(meshcam,1,360,true); The file was created in Blender, so the first line gets the "empty" - called "CameraPreset" - that is the parent of the camera The second line plays the animation of that "empty" Ignore the code about "divFPS" - that is just producing the frame rate in to left corner of the screen. And aside thought - update your exporter to version V5.2. Probably should update your version of Blender too. cheers, gryff EDIT: I didn't download your textures so that is why the default red/black checker is used. And just a thought, what does the title of this thread have to do with animation?
  14. @issa : TY for the .blend file which I have taken a look at. It has 62 Mesh Objects with a total of 300,000+ vertices, 56 Materials and should have 105 textures. You did not pack the textures into the .blend file so I cannot check them. (Would probably have made the file HUGE.) Looking at the names of the meshes suggests that it is a figure and some clothes/hair that was exported from Daz3D Studio - the names of the meshes seem to match the bone names used in Daz3D. If there are textures missing from the blend file the exporter will try to create them - so do you have proper paths to all the textures in the file you are using for export? A word of caution though. If it is from Daz3D Studio, do the licences for Daz3D Studio and the additional clothes and hair allow you to create files for use in BJS scenes, as opposed to the still/video renders from Daz3D Studio?? cheers, gryff
  15. @usoban TY for your .blend file The first image below is a close up of part of your "river" in the Solid and Edit mode with "Face Select" activated (*the faces have black dots where the normals are). I have coloured some of the quads red, green and blue. Notice the red and green quads have no black dots and that some of the quads around them are darker grey. This suggests problems with the normals. A closer look at these red, green and blue quads indicate that they are "bent" - no longer flat - and the green ones are stretched. I noticed that you used "Proportional Editing" to produce the "river" - you might want to try "Sculpting" the river bed instead - which is what I actually did - as described below: Step 1. Create a plane mesh and subdivide it - I ended up with ~ 3000 quads. Step 2. Go into "Sculpt" mode and use the settings in the second image below. Star with the "Draw" brush (A) , Use Subtract (B), turn off any "Symmetry Lock" (C). and "Lock" the X and Y coordinates of the mesh (D). This last step will prevent quad "stretching" which is seen in your method. Step 3. Export your mesh and see what it looks like. If there are all those ugly black patches - go back into "Sculpt", Switch to the "Smooth" brush and apply it to areas which should not be black. Re-export and check your mesh again. If this does not fix the issue - try triangulating the quads and re-export. And as a final step you might have to flip the way some quads have been triangulated. Now about black areas you should expect to see with a Directional Light. The third image below which uses the above Sculpt methods, your textures, and a single Directional Light at the top right corner of the scene. I have included a simple sphere(A) to show the impact of that light. Note the side of the sphere closest to the light is illuminated - the other side is dark. With the terrain, the mesh faces pointing towards the light are illuminated (B), while those faces not facing directly towards the light are dark (C). You should expect some of this type of "shadowing" with this type of light. If you add a Hemispherical light you can reduce the impact - a photographer's "Fill" light Hope this helps. I was going to post this last Thursday - but The forum had a DDoS attack and then moved to a new server. cheers, gryff