Recently try to develop using decentraland sdk. I have downloaded some assets from sketchfab and copy those files into my decentraland project.
However, when I click start the project using dcl start. After rendering, I saw a warning message on the browser rendering page. How can I fix that?
Scene Limit Exceeds: Triangles(1918731/10000)
Thank you very much.
This is due to the Entity importing from the .glb file have too many "faces". By open the .glb file in blender, you can modify the .glb file and decreasing the amount of "faces" (eg. make a low-poly version for it).
Related
EDIT: As of Xcode 11.1 everything is working.
I'm adding a 3D model originally downloaded from Sketchfab, to my ARKit application. The model does show up in my scene, though it has no material applied. No matter what I do, the file in my Xcode project is un-savable.
The original file from Sketchfab comes down in .obj format. After unzipping, I import it in Blender, update the origin and export it as a .dae. The file's owner and group changes in each step of the process and I am taking steps to ensure it is my user and group who has ownership of the file.
The current file permissions on my .dae file are "-rwxrwxrwx#" I am unsure how much more permission I can give. The # means extended file permissions which is common for Xcode project files.
It would be amazing if I could apply my textures, normals and get on with my project.
close all xcode.take dae file to separate folder.Open dae file in xcode you can save without problem.
I am trying to load a custom model with a texture into Forge Autodesk viewer, using the function loadModel(), that I found here.
The other day, the model was loading, but without its texture, and no error appeared...
As usual, strange things happened during the night, and today, the model does not even appear in the viewer. This time, I get the following error :
Uncaught TypeError: Cannot read property 'proteinType' of undefined
At first, my model was a zip folder, containing an .obj, a .mtl and a .png (for the texture). I translated it into svf using Forge extractor.
So I am using, locally, in a 'Resources/3Dmodel' folder, ths resulting svf folder. It contains the .tif.png texture, the .svf file, a Materials.json.gz archive and other usual files in a svf folder (properties, camera definitions...).
There is no ProteinMaterials.json.gz archive.
So I can suppose the issue may come from the Materials.json file... I opened it, but I don't see anthing unusual inside...
So if anyone has an idea...
EDIT !
I had written in my code :
window.NOP_VIEWER.loadModel(svfPath_test, options), (myobj) => {
myobj.id = id;
myobj.name=name;
myobj.path=svfPath_test;
})
and nothing was loading.
After writing only this :
window.NOP_VIEWER.loadModel(svfPath_test, options)
the object appears, but completely gray, the texture is still not applied... and now I have this new error :
Texture load error 404 (NotFound)
It does not find the texture in the folder, but IT IS in the folder, with the right name ! So : I am starting to wonder if the image really is on the server... or not. I don't know how to check this or insert the image in the server.
Keep in mind that there is Autodesk Forge Viewer Usage Limitations Disclaimer stating that "The Autodesk Forge viewer can only be used to view files generated by Autodesk Forge services. The Autodesk Forge Viewer JavaScript must be delivered from an Autodesk hosted URL".
Nevertheless, from engineering perspective, the reasons of your troubles could vary. Could be the version of the viewer you use is not compatible with translation viewer.
From what I remember, the Forge extractor sample creates self contained (locally downloaded all dependencies) project, but for conversion it uses the Forge servers.
There might me a "misalignment" between version of the Model Derivative API and the version of Forge Viewer you use.
I would suggest, to convert your model using the official way, serve your model from the server and put it into a created from scratch basic Viewer.
Then gradually add/replace/integrate/"migrate" to the "airplane mode"
and identify at which step it breaks your model.
Or just change the locally served viewer3D.js, three.js and style.css to remote src and you can even try to play with Viewer version you use in your project by changing/adding the versioning. For example the lates one is:
<script src="https://developer.api.autodesk.com/derivativeservice/v2/viewers/viewer3D.min.js?v=v4.1"></script>
Now, if I put back the legal hat, be careful with legal aspect of your use-case.
I have some basic animate CC files that work when tested locally using a browser or preview in Dreamweaver; but when uploaded to my server does not play.
The files are all adapted from the same "template" which was the first animation I created which does work when uploaded. The output files are HTML5 canvas.
Not sure why the other files will not play. Any help would be greatly appreciated!
This is the URL to the working files and then below the problem one:
http://www.robertfitzroyacademy.com/rfa-w.html (portal URL- I am testing reception and year 1)
http://www.robertfitzroyacademy.com/rfaworld-reception.html (working animation)
http://www.robertfitzroyacademy.com/rfaworld-year1.html (problem animation)
I also have a dropbox with the files in: https://www.dropbox.com/s/6gq5v6m696jgtzx/HTML5%20animation%20issue.zip?dl=0
Many thanks in advance for any help you can give.
Hanniel
I worked out the answer, I hadn't uploaded all the linked image files. Even though I had no new images as such, each time I generated a new fla file from the original it created a new image file linked to the new file.
Once I uploaded all the associated files the animation started playing.
I copied and pasted the Three.js code given here into an HTML file and downloaded the three.js package from the website, and configured the <script> tag to point to the location of the file three.min.js.
Nonetheless, when I open the HTML file, it displays a blank white screen.
What am I missing?
well I tryed the exact same thing and I'm seeing the wireframe cube rotating on screen. A few things to try.
1) drop the three.min.js right in the root folder and copy/paste the example code again without any alterations.
2) did you get the three.min.js from the zip package under the build directory? Or did you navigate the git repo and copy/paste it? If copy/paste was used be sure to click the "Raw" button to get the code without the wrapper HTML.
3) try the latest Firefox or Chrome browsers first. If it works there but not in say Safari, there are a few steps you need to take to enable WebGL in Safari first.
4) your video card may be blacklisted due to driver incompatibilities.
If none of these help, then post up the code, where you got the Three.js package, what browser and video card your using and I'll see what else I can do to help :)
I had the same problem. Windows hides the file extensions by default. I change it in folder options and it worked.
My problem is when I open my old project (project that work by same Delphi Version), I lost the entire image picture contents. By this I mean picture property is None.
When I open dfm with notepad, the picture property has Data but when I open it with delphi, its picture data will disapear. It seems that Delphi recognize picture data invalid.
(in this situation Delphi erase all data).
This happen with all Image Components and all Components that have Picture Property
I encounted this problem when I reinstall Delphi, and I am now running Delphi version 2007.
Your problem is probably caused by a missing package supporting the stored image format. Check for any image or graphics library that has been installed on your previous system and is missing in the current one. A good candidate for that is always GraphicEx.