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dbawel last won the day on January 4

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About dbawel

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    Film, Television, Animation, Technology

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  1. Hi @adam Unfortunately, I have to scan a new persons head and import into the scene in a game scenario. So we'll most likely scan over 1000 heads in 3 days. I am cloning and disposing as well - could this be a problem? Thanks, DB
  2. Hello, I'm importing a new OBJ file with the MTL and texture into my scene every 30 seconds. When I import, I dispose of an existing OBJ and MTL, and declare their variable (array) as null. But my frame rate continues to drop as I add and dispose of objects - even though there is only 20 heads at a time in the scene - never more. But my fps drops from over 40fps to under 20fps once I add less than 10 new heads and dispose of an equal amount. I've even forced dispose, but fps still drops. Thanks, DB
  3. @Deltakosh I'm importing 2 separate meshes, and the second mesh gives me an error: I couldn't copy the console, so I'm sending a screen shot. No matter what .babylon file I use in the second import, I get the same error. Here's the code: // Import Biplane model, transform, and parent to box mesh BABYLON.SceneLoader.ImportMesh('', './Demos/models3/', 'Biplane_body.babylon', scene, function (newMeshes) { Rmesh = newMeshes[0]; Rmesh.scaling = new BABYLON.Vector3(4, 4, 4); //Rmesh.rotation.x = -(Math.PI / 2); Rmesh.rotation.y = Math.PI / 2; Rmesh.position.y = -100; for (let nb = 0; nb <= (Vcount - 1); nb++) { rocketsArray[nb] = Rmesh.clone('biplane' + nb); rocketsArray[nb].position.y = 0; //console.log(rocketsArray[nb] rocketsArray[nb].parent = boxRotArray[nb]; } }); BABYLON.SceneLoader.ImportMesh('', './Demos/models3/', 'Biplane_prop.babylon', scene, function (newMeshes) { Pmesh = newMeshes[0]; Pmesh.scaling = new BABYLON.Vector3(4, 4, 4); //Rmesh.rotation.x = -(Math.PI / 2); Pmesh.rotation.y = Math.PI / 2; Pmesh.position.y = -100; for (let np = 0; np <= (Vcount - 1); np++) { propArray[np] = Pmesh.clone('prop' + np); propArray[np].position.y = 0; //console.log(rocketsArray[nb] propArray[np].parent = boxRotArray[np]; } }); Please help if you can. DB
  4. Cloning scenes with animation

    @Deltakosh The real scene is an airplane, and I need to animate parts on a cloned model airplane. DB
  5. Hello, If I create a simple Blender scene with a cube which rotates, When I clone the scene I can't get the animation to play. Any examples of something this simple? I need to clone many objects and start their animation at different times. DB
  6. Animate Cloned Mesh Children

    @JCPalmer - I tried every method I know to determine the names of the children of a clone. Even mesh._children(); doesn't return the children of a clone. At least I couldn't get any result from this function at all. I'm now considering separating all of the meshes from the parent file that need to animate. But considering there are dozens of meshes to animate - this adds allot of code which could easily be avoided as the children of a clone definitely have names. They must in order to animate at all. But I'm running out of time, and there appear to be no more options. DB
  7. Hello, I have a mesh (an airplane) which needs to be cloned 20 times - and then all 20 clones require their propeller to animate at different speeds and times. How do I identify each propeller or assign a variable (preferably a slot in a "propeller" array) to each cloned propeller to animate - once again animate separately. When I clone each airplane, how do I know the name of each child on the parent mesh, and animate it's children such as the propellers? How do I assign a unique name to each one? Once I have a unique name or variable assigned to each, then I can animate each one separately - but I don't know how to "Get" the names of cloned meshes or assign to a slot in an array upon cloning. Any ideas? DB
  8. Issue with Sandbox

    Hello, When I try to load files into the Sandbox, I receive the error: framingBehavior is null The .babylon files load fine in my scene. Any thoughts? DB
  9. @Deltakosh- That is a great idea. I'll give it a try, and let you know how successful it works for me. But this is what I was considering - just not using the sandbox - which is a GREAT idea. Thanks, DB
  10. How do you put an image on a DynamicTexture?

    @chicagobob123- Perhaps this is more of what you are looking for? https://www.babylonjs-playground.com/#1390ZN#2 I use Dynamic Textures to draw onto meshes in babylon routinely. They are one of the most powerful tools I've found in the BJS framework, and I use them in so many scenes for different purposes, I've lost count.. DB
  11. Hello, I import .babylon files to use in scenes regularly; however, there is a bit of knowledge I'm lacking to fully understand how to use each of the elements in my scene independently. As an example, the following is typical code used to import a scene from Blender and clone many hierarchical meshes from this one .babylon file: And this always works - however, I often need to animate several of the meshes from this one scene separately - such as this scene above is an airplane with a propeller on the front which needs to be animated on many clones of the plane. So what I'm not clear on from reading the documentation as well as running many playground searches, is how to access the other meshes in the scene such as the propeller. I have tried to get mesh by name, access different slots in the newMeshes[] array, and every other method I can think of - but have not been able to access the propeller or other objects in the .babylon file in a simple method. The only way I've been able to animate these other meshes is to import each additional mesh separately, parent the mesh to the plane (such as the propeller) back onto the plane, and animate it's rotation separately. However, I assume this is far more effort than is necessary, and I cannot get the information I require to simplify this from the documentation. So in looking at the above code where I'm importing an airplane with a propeller and cloning the airplane and it's children including the propeller - how do I access and animate the propeller in this scene without having to re-import the propeller, parent to the plane, and then animate the rotation? The propeller is already in the scene, but I simply don't know how to access and assign the propeller in the scene to a variable and/or array to then animate as a separate object. Even though I believe the explanation is easy to understand, I've attached the Blender file so that you can see what I'm speaking about in animating the propeller(simply rotating it.) If there is a playground scene which clearly demonstrates this, it would be much appreciated. although I cannot find one. Only the "Dude" scenes, which aren't relevant to my current needs as I need to animate meshes from the scene in the babylon engine - not in Blender. I know this is done by many users on this forum regularly, but I cannot locate the info on how to set this up myself. As always, any help is greatly appreciated. Thank you, DB biplane_model.zip
  12. fire procedural texture

    That's excellent! I didn't even know it existed. But what if we're linked directly to the repo? I guess we need to reference in our json.package file? DB
  13. Hey, I've never used any procedural textures. Where do I place the procedural texture and .fx files to reference? Thanks - I'm sure it's obvious. DB
  14. Can't assign audio to object in array

    @Pryme8 There is no access to our private repo here at Sony. But I doubt there's anything to do as it appears you can only assign a single audio file to one mesh. I've tried to work around this, but no luck. I appreciate the help though. I'm sure you'll be proud when you see the scope of what I'm building (20 players) and the efficiency of the code. I've come a long way this last year - and you were the first to really push me. Now I'm all E6 compliant. I can show the scene after we release in late March. Perhaps @Deltakosh or someone on his team has a workaround? Is there a connect() function I can index as there is in using AudioNode.connect()? DB
  15. Can't assign audio to object in array

    Hey, My bad again - not paying attention as I'm working while on the forum - I copied the code from the original post, and once again forgot to add the REAL code I'm using - so here is REALLY the code: for (let b = 0; b <= 20; b++) { boxRotArray = BABYLON.MeshBuilder.CreateBox("box_rot" + b, {size:0.1}, scene); } But I did learn more about the scene and perhaps a limitation for audio? If I run the following loop, I hear no audio: for (let se = 0; se <= 20; se++) { bgm.attachToMesh(boxRotArray[se]); } And the mp3 is not assigned to a single mesh. However, if I use a single mesh in the array, then it plays for the one mesh such as: bgm.attachToMesh(boxRotArray[0]); So this works; is this an absolute limitation of the audio assignment? I don't want to load 20 of the same audio files or make 20 separate assignments. I'll need to look further into solutions, but if anyone knows how to assign the same mp3 to many objects in an array, I'd be grateful as I hate adding unnecessary lines of code. And Andy - thanks for catching me twice - but I'm not that stupid to leave out the var in the loop. Cheers, DB