Switching the power switch to the "On" position should provide power to the vacuum. If there is a battery present in the vacuum and it still does not power on, replace it with a second rechargeable battery. If the batteries are dead and not charging, refer to Section E: Vacuum Doesn't Turn On
Detach the dust cup while the vacuum is turned off. Open the lid from the top, and empty the contents into a trash can. Then place the dust cup back on the vacuum. The dust cup will make a click sound when it attaches.
Open the filter covers on the vacuum. Dispose of the filters and place the new one inside. Remove the pre-motor filter, and clean it with soap and water. Allow the pre-motor filter to fully air dry before putting it back into the device. Reattach the cover.
The Shark vacuum is made from a high plastic material that may crack if exposed to extreme physical contact with a hard surface. Scan the hose and wand for cracks, which can be sealed with duct tape or filler.
You should begin by emptying the dust cup of your vacuum. Once that is out, you have access to the pre-motor filter. Remove the pre-motor filter, and clean it with soap and water. Allow the pre-motor filter to fully air dry before putting it back into the device. If there is any tears or other damage on your pre-motor filter, you can order more filters here.
The Shark Cordless Vertex Pro IZ682H comes with two rechargeable lithium batteries, and they can be charged using the charging dock that is included. Plug your charging dock into an outlet and begin charging your spare battery. Once fully charged, you can replace the dead battery for the charged one.
Ensure that you are plugging the charging dock into a working outlet. You can test this by plugging in another appliance into the same outlet. From here you can charge your battery for further use. If the battery still does not charge, see "Vacuum Doesn't Turn On" on the Troubleshooting page.
Remove the battery of your device, and put it to the side to cool and empty out the dust cup. Once the dust cup is emptied, remove and examine your post-motor filter. Properly clean the post-motor filter with soap and water before allowing to completely air dry. If you find any damage to your post-motor filter, you can purchase a new one on the manufacture's website.
The Shark Cordless Vertex Pro IZ682H comes with two lithium batteries. If your battery does not charge, clean the terminals of the vacuum and the battery with rubbing alcohol. If the battery doesn't charge, you should replace it.
My vertex pro cordless is continuing to run even when the power is off. I have cleaned it of all debris and it continues to stay on, only when the base is attached. Runs like normal when using the hose.
Mine too have you found anything out and my brush roll sounds like I'm sucking up rocks.when I called shark they sent me new handheld without canister said it was battery issue does the same thing stays on after power off and sounds terrible
I guess we will need it to be handled a bit like the skeleton animation support, by adding some includes in the vertex shaders of the std/pbr material: have a look at Shaders/ShadersInclude/bonesDeclaration.fx and bonesVertex.fx and how they are injected in the standard material in Shaders/default.vertex.fx.
So, to go further I think we will need to have a PR against the Babylon.js repo, with the support added to StandardMaterial first (once it works, it should be easy to add support to the pbr/node materials).
It works for the spider model ( :8080/) but the models are distorted for the shark model ( :8080/?scene=sharkVAT), which uses a PBR material. Certainly overriding the shader is not doing nice things to the poor shark.
There is a way to save the baked texture (actually, the vertex data Float32Array), serializing it to a JSON with a trick to keep it not too big (about 1.3x the size of the original array). Perhaps some utility using Puppeteer or something like it can be written later to bake models from the command line.
I think you should focus first on adding the new feature to the standard material, meaning adding the shader code (in Shaders/ShadersInclude/) and the bits in Materials/standardMaterial.ts to enable/disable it. Building the texture is unrelated to this and can be tackled later on, maybe by adding an helper class in the Misc/ directory: you should assume the texture is already created and is an input of the new module.
There is a way to save the baked texture (actually, the vertex data Float32Array ), serializing it to a JSON with a trick to keep it not too big (about 1.3x the size of the original array). Perhaps some utility using Puppeteer or something like it can be written later to bake models from the command line.
Building the texture is unrelated to this and can be tackled later on, maybe by adding an helper class in the Misc/ directory: you should assume the texture is already created and is an input of the new module.
I read around and there are some script to export VATs from blender, such as Vertex Animation Script for Blender 3D Users - Showcase - Epic Developer Community Forums. This would be quite helpful too.
First PR is ready to be torn apart: Baked vertex animation textures by brunobg Pull Request #11317 BabylonJS/Babylon.js GitHub. I imagine it makes more sense to keep the discussion on Github from now on.
[Update July 6, 2018] If you would like to test this Reducer implementation without writing C# code, you can try it in my new tool Cotangent, in the Simplify tool [/EndUpdate]
Recently a user posted a github issue asking for a mesh simplification example. It just so happened that I had recently finished writing an implementation of Garland and Heckbert's Quadric Error Metric (QEM) Simplification algorithm. If you want to learn more about this technique, the original papers and several later articles are available on Michael Garland's Website, and are very readable. I will give the broad strokes below, but first here is an example of what we are talking about - automatic reduction of a bunny mesh from 13,000 to 500 triangles:
An easy way to Simplify or Reduce a mesh (which is the terminology I use, because...well I don't have a good reason, but it's how I think of it!) is to iteratively collapse edges in the mesh. Each collapse removes one edges and the two (or one at the boundary) triangles connected to that edge, as well as one vertex. Just repeat until you hit your target triangle count, and you're done. Easy!
Except, which edge should you collapse first? And, when you collapse the edge, should you just keep the existing vertex position? In most cases it would at least make more sense to move the remaining vertex to the edge midpoint. But could we do better? This is where QEM comes in. Basically, the Quadric Error gives us a way to (1) "score" edges, so we know which edge collapses will have the smallest impact on the shape, and (2) predict a position for the new vertex that will minimize the score after the collapse.
Ultimately, the Quadric Error is a measurement of the sum-of-distances from a point to a set of planes. If you think of the ring of triangles around a vertex, each triangle makes a plane. The distance from the vertex to that plane is zero. But if we start moving the vertex, this distance increases. So we can "score" an a vertex movement (like an edge collapse) by measuring all the distances from the new vertex to all the input planes (of the original triangles). Each point-plane distance measurement can be expressed as a matrix multiply with the point, and since Ap+Bp = (A+B)p, we can combine all the error measurements into a single matrix multiplication!
Even better, after an edge collapse, we can think of that vertex as having a total error measured relative to the input planes of both vertices (still just one matrix). So as we do sequential collapses, we accumulate all the plane-distance-functions of the original mesh triangles that were (at some point in the past) connected to the remaining vertex. And it's still just one matrix. In the '99 paper linked from the site above [PDF], Garland showed how the QEM error is in some sense a measure of surface curvature, and produces "optimal" triangulations, under a reasonable definition of optimal. Amazing!
But, ok, you're probably just here for the code, right? To use the g3sharp implementation you need to get your mesh to be a DMesh3, see my previous tutorial for how to do that. Then you just need a couple lines to create a Reducer object and run the simplification:
In the code above, 500 is the target triangle count. This takes a fraction of a second to run. I have not done extensive profiling, but on a relatively fast machine I can reduce a 350k mesh to 100k in 2 to 3 seconds. So, it's pretty fast.
Most of the mesh processing algorithms in g3Sharp require that the input meshes be manifold. This term has lots of meanings, in this context it means that at minimum each mesh edge is connected 1 or 2 triangles. Inside DMesh3, edge triangles are stored in an Index2i object, so DMesh3 can't even represent a non-manifold edge. In most cases we also require that there are no bowtie vertices, which are vertices connected to disjoint sets of triangles. The simplest example of this would be two triangles connected only at one vertex (hence the name "bowtie").
If these conditions are not met, then some mesh operations - like an edge collapse - can produce undefined results, result in exceptions, and so on. So, to test that your mesh is internally consistent, you can use the DMesh3.CheckValidity() function. You can configure this function to have different behavior if the mesh is not valid, ie it can assert, throw an exception, just return false, and so on. By default it will consider bowtie vertices to be invalid, but you can also configure this behavior with the bAllowNonManifoldVertices argument.