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  2. kenny__84

    Few issues with 3dsmax exporter to GLTF

    Yes sure no problem, thank you for your response!
  3. botoman

    Convert a Sprite into Base-64

    Hi, Do you know if it's possibile to convert a Sprite or a Texture into Base-64 format in Panda? E.g. //var image = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAABmJLR0QA/wD/AP+gvaeTAAAACXBIWXMAAAsTAAALEwEAmpwYAAAAB3RJTUUH4gcKEAkwofgEyAAAApJJREFUSMe1Vj1rKkEUnRk1loYVFtIFxEIWRANB7IKNCBYWsYliYam/wEDyCwIRIVjaKEEt0iSghdgsUcg2Spr41UkiuySYkMKNmU0xvH378vJ2d9R3qnXWuefunXPPHagoCvifQOb/+vLysrOzw3Hcx8cHBYNiDrIsb29vI4QQQi6XSzENswTBYBD9AoTw6OhokwTFYhEAgDQAADSbTTN7oeEhL5dLm81GgmrhcDien583cMi5XA5C+OOZX1xcGG43/gIIIUkfY/w7L4QAAAzDiKK41heUy2XygDGuVqukrPl8npBJknR7e7uWTCORCJHN6empoijpdPr4+FhRlEQiQU47k8mspSJVM+12u1KpkJzu7+9LpRIplGFP6JVIFEW17v1+PxqN7u7uBgIBjuN6vR4hHo/Hq5eo2+2q8t/a2hoOh2Sd53l1HQAwm810glh1uF9fX7Xd4Ha7PR7PYrGYTCbatpjP5yzL/iuIHoHV+sdbhNDDw4Oq0W+SpS6RIAh2ux0ZwWKxOByO0WhEp6Krq6tv5qMPAADP82a9SJZlkjvVYIEQLpdLU51cq9VWmFyfn5+NRsMUwfv7+2rTUas6PYL9/f3VCHw+n1k3VR3UPDDGP4ZChrlgjP1+v9aryeLe3p520ev1Utj1wcGBGiibzQqCMBgMYrEYwzAsyyYSicfHx7u7u1QqpXIEg0GKRru5uSFvC4WCvlmenZ2pk4POri8vLzudDnk+Pz+Px+OtVksUxaenp+vr63A4XK/XVe8rFotr3SqSyeTf/nNycmJmr5WqV8n0p7ptIpMSdDqdfr+f/AyFQgihb7pa6+o4n8/f3t7U+T6dTiVJWiwWm7w6Evh8vsPDQ6otkKqgGGPaDv8CndB2NBjOv0gAAAAASUVORK5CYII='; We need it for Facebook Instant Games Update Async. Thanks Alessio
  4. kcoley

    Few issues with 3dsmax exporter to GLTF

    Hi @kenny__84! I am currently at SIGGRAPH, but I can look into this issue when I get back, unless @noalak has any ideas.
  5. Hello everyone, I am trying to build what seems to me as a very complex shaderMaterial. Here is what I have so far (actually its mostly @Nabroski 's code, hopefully he know, he's smart!) https://www.babylonjs-playground.com/#2IFRKC#31 I have a list of things I'm trying to do and can't figure out how to do them so I have come to you guys. Here is what I am trying to do, have the shader fade between the two colours, had the height where the two shaders start fading into each other be base off of where the camera is compared to the mesh the shader is on, but I also want it to work on many meshes at the same time so that the fade happens around the same point on screen, but at different points per mesh so that they all look in sync. So: -Fade between the two colours -Height of the colours is based off camera height - specific mesh height -in sync with other meshes In the playground above I set it so that the blocks were at different heights, and the shader is at the same level of each box but different "global' height levels. I want the global height level to be the same, but the meshes height position to be different. Could anybody help with this? This is my first time making a shaderMaterial so I don't really understand it very well, yet. This also might be able to be accomplished with gradient materials but those seemed far less dynamic. So since I need them to be dynamic per mesh I don't think they will work. But I am open to suggestions.
  6. Sebavan

    Barycentric position in shader always zero

    As described before, you are not populating the "barycentric" attribute you are using in the shader. Babylon by default comes with position, normal, uvs, vertex colors, tangents ... but no barycentric coordinates which is quite specifice to your need. Did you try the wireframe mode of the mesh ? it should be pretty similar than what you are trying to achieve. If it does not fit you could store the barycentric info in the normals as you might not need them in this kind of shader or could also use tangents or vertex colors that could also fit with your need.
  7. Your gameplay video encouraged me to play it - probably this vivid, spongy biker's mechanics was the main factor why I got really positive first impression. So I run it on my desktop and started riding up and down hills! And... at the beginning I felt a little bit disappointed because, despite the fact that biker's mechanics still worked great, it seemed quite hard to control it properly. I got stuck on 200-350 points and got frustrated many times when I couldn't get back to the right position pressing right arrow key - in situations when front wheel was slightly lifted (let's say it formed an angle of 30 degress with back wheel) and bike was accelerating - and finally biker rolled over. But I didn't give up because I still wanted to master it and get at least into Top-100 scores. Two game session of several minutes later I finally got this precision that let me reach scores above 700 without excessive efforts. Since then it was a pure pleasure to play it and just enjoy especially this moments of speeding up and air stunts! High scores system seemed not to be working properly quite often i.e. I have score 200; just have beaten it with 550; results page shows it but can't load my weekly and global rank; press restart and in top left corner it shows 45; few attempts later it finally shows 550 as it should. I suppose that it results from some server issues. I think you're close to make a really great small game out of it. Wish you luck in further work on this title. In the meantime I'll try to get on the podium!
  8. brianzinn

    Button3D content

    That works perfectly @Sebavan - I could have sworn that I had tried that already and it had no effect.. doh.
  9. Nacheitor

    Barycentric position in shader always zero

    Here you have a playground: https://playground.babylonjs.com/#SLK1PH You can see that the sphere color is black.
  10. Oh @JohnK, you do SO MUCH "other" work around here... I hate to see you grunt this. How about... do it ONLY if you think it would be enjoyable and ONLY if you have no other projects happening? You are too kind, and I feel I am using you. I could do the math stuff, too... but... I was hoping that someone could do it... who WOULDN'T go thru 4 nervous breakdowns on the way to success. Plus, I'm pretty loaded... remodeling a severely water-damaged apartment for/with a guy... in-trade for some free rent. (which MIGHT equate to enough $$$ to get a touch screen device to test VJ's upon) So, THANKS John! Only if enjoyable and only if nothing more important is happening for you, ok? If it feels like work, stop immediately, as you have already done MEGA-tons of work on/for BJS/team. (hug) No preset demos needed, either (ok, maybe 1). And I think... only one rotor needed... for MY sought, simple, 5-10 petal spiro-flowers. So, I'm thinkin'... yeah, no GUI = fine. As you say, can be added later, as wanted/needed. Imperfection ok, too. (in case you want to round numbers to hundredths or similar). THANKS!
  11. Today
  12. JCPalmer

    Loading bones asynchronously

    Not sure dragging is obvious. You need to parent the mesh to the armature. right-click select mesh, shift right-clickselect armature, then cntrl P. Pick 'with automatic weights'. This is a general Blender question. Not the best forum for that.
  13. Sebavan

    Button3D content

    This comes down from from the fact that Button3d are mush more like meshes subject to lights and using Standard Materials. You can then modify and change the material as it best fit to you: https://www.babylonjs-playground.com/#7AR2GJ#2 You can also easily overwrite the default behaviors for hover like this: https://www.babylonjs-playground.com/#7AR2GJ#3 And finaly you can control the scale ratio of your 2d content like this: https://www.babylonjs-playground.com/#7AR2GJ#4 My guess is 3d gui is meant to be much more versatile to fit in 3d space hence the lower level of features. Hope that helps.
  14. Ninjadoodle

    Panda 2 Beta feedback

    @enpu - Ok my fault! Oh man, I better go to sleep now, as I’m not making much sense lol. Sorry again for the mess up. I was just a little confused with some of the small changes in the beta and it threw me off a little, especially since I had a week off and now I’m even confused with my own project! Really appreciate the help and explanation
  15. Great job, fun use of the theme. I'm curious as to how you coded the popcorn expansion.
  16. enpu

    Panda 2 Beta feedback

    I can see that class MainR1 is created in src/game/main.js file, so that's why it shows up in the class list. Also, i see that the module in file src/game/main.js is named incorrectly. The module name should be exactly same as the file path, so file src/game/main.js should have module named game.main, not game.mainR1
  17. Ninjadoodle

    Panda 2 Beta feedback

    @enpu - for some reason I see the mainR1 class in the left column, even tho that the index file ‘Shurizzle.html’ should be loading main
  18. Looks like you're pushing the same blankRow into all the rows. So any change to any row will effect all rows. Whereas you probably want to push a new bankRow into each row? Solution: move the x loop into the y loop. You may also want to consider an alternative data structure to an array if you're doing higher level manipulation.
  19. enpu

    Panda 2 Beta feedback

    So what file actually it is loading? You can see all the files that the project loads by opening dev tools and "Network" tab. Then reload the game.
  20. brianzinn

    Button3D content

    I'd love to see the CSS transforms for this https://www.babylonjs-playground.com/#HB4C01#8 The playgrounds are oversimplified to show the minimum code to reproduce, not necessarily what we are trying to build. I am working on VR experiences, which are only available on the canvas!
  21. Ninjadoodle

    Panda 2 Beta feedback

    @enpu I understand now, thank you for explaining and sorry for the confusion - still learning There is still that one issue tho, where the version of the game with all levels included ‘Shurizzle.html’ is loading the wrong main file.
  22. enpu

    Panda 2 Beta feedback

    Yeah you are not seeing 'objects' in the left column, because there is no modules list. But you can see all your modules from the files list, if you open src/game folder. I added back the modules list to roadmap, which would just show a list of modules from the current opened project. And yes in the class list, all classes that has the little play button are scenes (classes that extend from Scene class). The list shows first all scenes, then all other classes.
  23. noalak

    Blend shapes

    Hi, Thanks for pointing that out! Updating Maya exporter docs. You were talking about a .babylon file being exported from Maya right ? Babylon FBX loader does not exist yet, but OBJ does! Noalak
  24. Ninjadoodle

    Panda 2 Beta feedback

    Hi @enpu Sorry I’m actually pretty confused too. I think The problem is that the new beta doesn’t display modules in the left column. It however displays all classes. Before the beta I used to see a list of all the modules including ‘objects’. Is this what’s happening? Sorry just trying to understand it better. Also, the classes with play buttons beside them are ‘scenes’, is that correct?
  25. enpu

    Panda 2 Beta feedback

    Sorry i still don't understand what you are missing. I don't see objects class in your project, there is 'game.objects' module which contains different classes like StarSpin and StageSetup. I can see all those classes in the class list.
  26. Ninjadoodle

    Panda 2 Beta feedback

    @enpu Sorry about the confusion Im missing the objects class, it used to show up before the beta.
  27. enpu

    Panda 2 Beta feedback

    Yeah those are all classes, not modules. So what are you missing there?
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