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  2. Oimo JS Joint Axis Help

    Attached is my demo environment for building the skeleton model and what I'm attempting to do. Hopefully this provides some more information to help clarify what I'm trying to do.
  3. Could you try to repro in the playground ? (agree it could be a bit tougher than usual) Please take a look at how we use it in the sandbox: https://github.com/sebavan/Babylon.js/blob/master/sandbox/index.js#L158 Also, please include the loader you intent in your script refereneces.
  4. Uses of CreateScreenshot

    @JohnK I added information on the github issue.
  5. Oimo JS Joint Axis Help

    ping @RaananW
  6. Import Unity Asset into Babylon

    ping @MackeyK24
  7. Any GLSL shader in Babylonjs?

    This is also an interesting read if you intent to create your own materials: https://www.eternalcoding.com/?p=263 Else you have 2 approaches: ShaderMaterial or ShaderBuilder . Main diff is ShaderMaterial will help with your own shader whereas ShaderBuilder will better help customizing the default behavior of BJS and is maintained by @NasimiAsl as an extension. Following on @bulisor sample, you might also need to precise the uniform in the uniform list of the new ShaderMaterial line.
  8. Done: https://github.com/BabylonJS/Babylon.js/commit/059340be82de98f3dd9ebfcd24bbc77700d5ccf7#diff-b537e5ef6c9f5ba529e4817f160b1678R106
  9. Center text in container

    Hi, My query is this: I use the Cocos creator tool to position a text. When you export the position of this element and then integrate it into my phaser game, it happens that the selected position is slightly different from what is previewed in the Cocos tool. I suspect it is due to how both tools draw the font in their respective container. As you can see in the attached images, in the tool the text is centered in its container, however, in Phaser, when debugging the edges of the text, you can see that the font is positioned upwards. In short, both containers are in the same position but the texts are drawn in different positions. Is there any way to modify how Phaser draws the text in his container? As additional information, both texts are centered and added to a sprite as a child. The way the text is positioned varies according to the font used. Cocos tool Phaser:
  10. Hello, Yes it is as it is intented to be simpler :-) But I agree It has been asked quite a lot, let me open lightmap on the simpler materials. You ll have it tomorrow.
  11. PBR - Receive Shadows from Another Object?

    Hello, Here is a scene trying to explain the issues: https://www.babylonjs-playground.com/#10D6YT#49 First, you have 2 lights in your scene so I disposed the first one to isolate the shadow. Then using blurred shadow on a close range will create artifacts so I switched to hard shadow for the demo. From this point we can see a bit of shadow on the helmet (https://www.babylonjs-playground.com/#10D6YT#50): But why not hard ??? This comes from all the indirect light received by the helmet so let s turn it of (https://www.babylonjs-playground.com/#10D6YT#51): So I have to admit it is not intuitive and easy to setup hence why I want to work quite a lot on Shadow for 3.2 :-) Hope this helps,
  12. merging/updating curve3

    http://doc.babylonjs.com/how_to/how_to_use_curve3 Unfortunately, there's no way to get a value from a curve at some distance or a given x value. Why ? because, despite it's called a "curve", it's actually a series of points (Vector3) linked by straight linear segments. All these tiny segments rendered together are an approximation of the real mathematical curve. So given some x value, you could maybe get the nearest surrounding points V1, V2 and interpolate the right y on the line V1V2.
  13. Oimo JS Joint Axis Help

    I've been working in Oimo to make realistic rag doll models and noticed that making accurate axis limitations that are unique per axis doesn't seem to exist. The closest thing I see to creating this limitation is to generate a hinge joint, which spans a single limit motor across each axis. An example use case would be to create a hip joint to a leg that consists of a [ -30, 30 ] degree of movement on the Y axis to allow for leg twisting, and a [ 135, -45 ] degree of movement on the X axis to allow for forward and backwards movement for walking / running. I made an attempt to modify Oimo to accommodate for this, but ran into issues with how the limit motors interacted causing extremely unrealistic / sporadic movement. Question being, does anyone know how to do this with Oimo JS as is? Additionally, does anyone have a custom fork of Oimo JS that includes a custom joint that could handle these types of limitations. Example Oimo Hinge-Joint Call in this project: let myJoint = myWorld.add( { type:'jointHinge', body1:myBoneA, body2:myBoneB, axe1:myJointParams.axis, // Axis, Scales Min/Max axe2:myJointParams.axis, pos1:myJointParams.pointA.toArray( ), // Position Relative pos2:myJointParams.pointB.toArray( ), min:myJointParams.min, // Bottom of Rotation [DEG] max:myJointParams.max, // Top of Rotation [DEG] spring:[100,0.3] // Spring Force } );
  14. Issue with animating visibility on mesh.

    the zprepass might help in your case: set needDepthPrePass on the mesh to true.
  15. Can we talk a bit about getting players. I have really small experience from some time ago with flash games and mochi and with google play now. So players tend to download and play certain game types like match three, cards and etc popular and overused puzzles. Even low quality of them get a lot of attention. On the other hand any other especially not well known game type is not getting attention even if the game is polished and nice. Am I missing something?
  16. Two bumpTexture questions

    You can also try the property twoSidedLighting of the material.
  17. What's next?

    @Tomm Huth, you can easily create your own distrib including only the part you need with the workload: https://doc.babylonjs.com/how_to/how_to_start#custom-builds I agree it is not as convenient as npm or webpack but this can help you reduce the size of your dependency.
  18. Non consistent behavior of PBR materials

    No problem, but please let us know if there is any trick so that we can add it to the documentation for everybody else :-)
  19. merging/updating curve3

    Hi guys, Rather a technical question I'm afraid and one that I do have a functional solution to, but wanted to take the opportunity to learn something new. I'm attempting to create the deck of a ship (the Titanic) from blueprints, using a curve3 object to create the outline of the decks (eventually using it to create path points for a polygon mesh/extruded shape, but simply used as line paths for the time being). This works perfectly fine, of course, as the deck plans are completely flat - using the X and Z co-ordinates (in my case) of the curve3 I can match the outline of the decks with reasonable precision. A ship, however, doesn't tend to have flat decks - Titanic being no exception. The decks are curved upwards both forward and aft. One (almost) solution being to create an additional curve depicting the deck on a side (profile) blueprint (containing the same number of points as the aforementioned deck outline). I have written functions to extract the x, y and z points of any given curve3 path, and could pass the x and z data from the deck curve, and the y data from the side profile curve, as arguments to my own custom curve. This would work in theory, if both curves were identical - then the x co-ordinates of the side profile would match perfectly the x co-ordinates of the deck plan's curve. Where the poop deck, for instance, curves around sharply at the stern, the x co-ordinates of the deck outline will get considerably closer together, whereas they won't do so on the deck profile - using my 'solution' would likely result in a very warped deck. My solution to the problem is a simple one - simply line up the two plans and visually adjust the y input of the start, end and control points of the bezier curve function (depicting the deck outline) to incorporate the curve of the deck - which is gentle enough to achieve easily. My curious nature tends to get the better of me, as you all probably know, and leads me to ponder if there is a way to programatically get the x, y or z co-ordinates at any given point of the curve3? Take a simple curve from vector3(10,0,-10) to vector3(50,0,0) - if, for example, I wanted to know the value of z at x:31.265, am I able to get that or calculate that programatically without being a mathematical genius or including a massive number of points and searching the path array for the nearest value?
  20. Dynamic heightmap

    Hiya TL, welcome to the forum! What did I do... to whom? If there's an unwanted pregnancy involved, IT WASN'T ME! heh Actually, I'm not sure WHY they are vector4-like values.... but I'm still drunk from eating so much Wild Turkey, yesterday. I'm glad I was almost right, though. That's close enough to call-for PARTY!!!
  21. Parametric cabinet

    So, Arte... are you thinking about maybe... trying some AI/fuzzy-logic... to get "an algorithm"... that would allow the computer to assemble its own "configuration ideas"? I know, I know, there's a gazillion variables that need "rules of engagement"... but... hmm. Almost like a spreadsheet. This measurement depends upon this value gotten from adding this value to that value. Cell formulas. Goofy. Perhaps, start simple. Let's say you have built a "configuration" for a wall of cabs. Now, you say... "Hey computer... change it in a way that maintains general config, but make it no taller than 5 foot" (for kids and wheelchair folk). The computer would mostly need to change the shelving (and do some general down-scaling), likely removing a few shelves, and re-spacing others. hmm. Or perhaps... "Hey computer... show me various ways to add more counter-space." (both open-underneath for computer desk, or shelves underneath like kitchen cab) (sacrifice one cabinet/shelf section, replace with counter-top/desk-area, and still maintain structural "soundness"). Ok, that's asking too much. heh Sorry... but I can't stop thinking of demented ways to torture stuff... it's who i am. Ignore me at-will.
  22. Hello all, Im trying to load a mesh using FilesInput via Drag and drop like in the sandbox. Im always getting the following error: 'Error: No camera defined babylon.js:10:28650' I tried alot of solutions and im always getting the same error. The scene is already created and rendering perfectly i want just to get the meshes from the files. Here the code for the creation of the FilesInput instance. filesInput = new BABYLON.FilesInput(sceneManager.engine, sceneManager.scene, sceneLoaded, null, null, null, function () { BABYLON.Tools.ClearLogCache() }, null, sceneError); And here the call for the loadFiles on drop event. function drop_handler(ev) { console.log("Drop"); ev.preventDefault(); filesInput.loadFiles(ev); } Please note that sceneLoaded callback is not even called. Thxs in advance Regards Darklight
  23. Super Asteroid Battle

    Only got to try it with 1 other person, but it was good fun! Wish you upgraded a bit faster, but still nice.
  24. [Complete] [phaser] Cave Golf

    I featured this on the Phaser site months ago!
  25. hoverboard setup

    I'm pretty sure that the REAL hoverboards... have MIDI drumpad triggers pressure sensors. It KNOWS when the rider is out-of-balance, and moves itself in a direction to help re-establish rider balance. Of course, it does this much more gently than the current Raggar Rodeo-Board What is needed here... is crop-dusting-plane smoothness and high-banked smooth cornering. We have never had a camera path-maker that was nicely smooth and bankful, either. Not an easy task... I suspect. @NasimiAsl built a cool thing too, but it's not working atm. Perhaps he will help us fix it. We're a bit off-topic, but... hey... when a user asks for "the world", then they GET "the world"... at this forum.
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