Verge3d + Blender: Interactive Table (web 3d/vr) — Step‑by‑step
Student Guide
Verge3D + Blender — Interactive Table (Web 3D/VR)
Session 2 — Continue from Created App (Folder, Assets,
Export, Run)
Goal: Replace the default scene with the provided simple
configurator model, export with Verge3D glTF, and run the app in a
browser. We’ll fix textures and lighting in the next session.
Recap (Session 1): You installed Verge3D for Blender,
enabled the add‑on, created a new app named interactive-table via App
Manager, and verified Sneak Peek works.
1) Locate Your App Folder
- Open
Verge3D App Manager (from Blender’s top bar).
- Confirm
your apps path (default is something like:
Documents/Verge3D/applications/).
- Open
the folder for your app: …/applications/interactive-table/.
- You’ll
see files like index.html, visual_logic.xml (Puzzles),
interactive-table.gltf (or similarly named), a blender/ subfolder if you
created it, and other assets.
Tip: Keep names short, lowercase, no spaces. Use
hyphens or underscores.
2) Open the Default .blend
- In Blender,
go to File → Open.
- Navigate
to your app: …/applications/interactive-table/.
- Open
interactive_table.blend (or the default .blend created by the template).
If you don’t see one, use any existing .blend you saved earlier.
- Switch
to Shading workspace and enable Material Preview to see the
starter materials.
This default scene exists only to prove your pipeline works;
we’ll now replace it with the provided model.
3) Add the Provided Resources to the App
You’ll receive 1 Blender file
(simple_configurator.blend) and 4 texture images.
- Copy
all 5 files.
- Paste
them inside your app folder: …/applications/interactive-table/ (or inside
a subfolder like assets/).
- Keep
paths relative to the app root for easier export and hosting.
4) Replace the Default Scene (Two Methods)
Method A — Append (non‑destructive, recommended for
learning)
- In
Blender: File → Append.
- Pick
simple_configurator.blend (the copy you placed in the app folder).
- Open
the Object or Collection folder inside the .blend and select
the items you need (e.g., Table_Top, Frame, Cubes, Sphere_Env, etc.).
Click Append.
- Clean
up the Outliner: delete old placeholder objects; keep your new collection
organized. Apply transforms (Ctrl+A → Rotation & Scale).
Method B — Replace by Renaming (quick swap)
- Close
Blender (or ensure the default .blend is not open).
- In
the interactive-table folder, note the default file name (e.g.,
interactive_table.blend).
- Delete
the old default .blend.
- Rename
simple_configurator.blend to interactive_table.blend (exact same name as
the original).
- Re‑open
Blender and open this renamed file.
Caution: The rename approach is fast but you lose the
original template scene unless you kept a backup.
5) Inspect the Scene in Blender
- In Outliner,
verify you see the expected objects: e.g., a main Table/Cubes set and a
Sphere for environment.
- Ensure
origins are sensible (e.g., at hinges for parts you’ll animate
later).
- Check
UVs exist on meshes intended to show textures.
- Keep
materials simple and EeVee‑friendly (Principled BSDF with Image Texture
where applicable).
6) Export with Verge3D glTF
Verge3D installs a special exporter. Use that (not the
generic glTF exporter) for best compatibility.
- In
Blender: File → Export → Verge3D glTF (.gltf/.glb).
- Target
folder: your app folder …/applications/interactive-table/.
- Overwrite
the existing scene file if prompted (e.g., interactive-table.gltf).
- Recommended
options:
- Format:
.gltf (JSON + external textures) or .glb (single binary). For beginners,
.gltf is ok.
- Embed
textures: off if you plan to keep images as separate files; on
if you want a single package (file size grows).
- Apply
modifiers: on (where safe) to avoid surprises.
- Animation:
enabled if you have actions.
- Click
Export.
If textures don’t show later, don’t worry — we’ll fix
paths/materials next session.
7) Run the App in the Browser
- Open
Verge3D App Manager.
- Click
your app card interactive-table → Run.
- A
browser tab opens with index.html and loads your exported scene.
- Verify
you can orbit/zoom/pan the camera.
Expected for now: It may look unlit or missing
textures. That’s okay — we’ll address Lighting & Textures next.
8) Quick Sanity Checks & Common Pitfalls
- Nothing
loads / blank page: Re‑export with Verge3D glTF and ensure you
overwrote the correct file in the correct folder.
- Pink
/ gray materials: Textures not linked or unsupported nodes. We’ll
convert/bake or relink next session.
- Scale/rotation
odd: Apply transforms (Ctrl+A) before export.
- Wrong
file paths: Keep textures inside the app folder with relative paths.
- Multiple
scenes: Ensure the camera and main objects are in the active scene
being exported.
9) What’s Next (Session 3 Preview)
- Relink
textures and verify material compatibility for Verge3D.
- Add
basic lighting (HDRI + 1–2 area lights) suitable for mobile.
- First
interactions in Puzzles (material switchers, animation trigger).
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