dbawel

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dbawel last won the day on August 28 2016

dbawel had the most liked content!

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About dbawel

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    Male
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    California
  • Interests
    Film, Television, Animation, Technology

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  1. Kinect V2 skeleton

    Hey @JCPalmer- I actually lost my house in the "Thomas" fire this past Thursday night. Not much left, and just sorting through what Is potentially recognizable. However, I have to be grateful as my family is all OK, and my pets as well. Stuff can always be replaced. After something like this, it really puts my life into perspective. I just happy for what I do have. Thanks for asking and thinking about me and my family. As for the Kinect V2, my current task is much simpler to begin with, and perhaps @Deltakosh might be able to help. I just need to connect 8 - 10 Kinect V2 units together in an array and use these in an array to detect where an object such as a ball touches the wall with a projector projecting the render canvas onto the wall - and detect where the ball hits the wall to return a relative X,Y position on the canvas to use as a control point. The best example would be that I have objects flying around in the render canvas, and when a ball hits the wall and intersects an object on the render canvas at the corresponding X,Y position, then the object is destroyed. Any thoughts from anyone on how I might link more than one Kinect V2 together to cover a 36ft. X 10ft. projected canvas; and is there currently a limitation as to how many Kinect V2s can be currently linked together in a single array which can register a relative reasonable X,Y position to then affect the objects on the render canvas? I've not done this yet, so I would appreciate any help at all with this. If I can get this to work, then I will be able to get a large company I'm working for to switch from Three.js to Babylon.js for the future and commit to Babylon.js for all of their online game content in the future; and this is one of the 3 largest game companies in the world which I now haw considerable influence. But only if I am able to deliver content in the coming months to meet their needs. I'm confident I can do this myself, however, I'm not so confident I can get it done in the short few weeks I have to deliver. So please help if you have any ideas or experience in how I might approach this or have any code examples to point me in the right direction. Again, than you for asking about my family and personal safety, as I barely got out with my family and pets before the house literally exploded. But I just started a great job, and have my family and all I really need to be happy - as stuff is only stuff. And I just bought the brand new Microsoft Surface 2 laptop with the NVidea 1060 graphics card with 8 GB ram and 1 TB of Solid State Drive for memory. It cost almost $3500.00, but so well worth it! This machine is a monster! I've yet to work on a new desktop that can out-perform this beast - and it only weighs 1.7 lbs if you remove the keyboard - and the screen is absolutely beautiful. Even if you can't afford it, buy it - as you'll work that much faster and that much easier that it will easily pay for itself. Anyway, please let me know any thoughts all you devs might have. I could really use the great brains on this forum right now, as mine are all but spent. Cheers, DB
  2. Kinect V2 skeleton

    @JCPalmer- If the pic you posted above is your actual device, then it appears you have everything you need to plug in a get up and running immediately. The only item I don't see in the pic is the power supply. And I don't entirely follow your issue with USB 3.0, as you mentioned that your laptop is USB 3.0, and you're aware the Kinect V2 won't work with USB 2.0. However, with the adapter shown in the picture, there is a cable to plug into your standard USB 3.0 port - unless you're missing the unique cable adapter. But if you are up for developing a plugin / extension to babylon.js from the Kinect V2, then I know allot of developers which will be using such an extension daily. And I'm glad you can see the advantages in using the Kinect V2 over the Kinect V1 - as there is no comparison over the quality which the Kinect V2 provides - in all aspects especially the quality of the texture it captures which can easily be applied to the depth map, as well as so many other uses for the image data. I'm ready to move forward if you are. And on a completely separate note, I just purchased the Microsoft Surface 2 laptop, and this is the very best laptop I've ever owned - by far. It's a bit pricy at almost $3,000, however as I need to use it for work, it is entirely worth the price. It's faster than any laptop or desktop I own, and when removed from the bluetooth keyboard, weighs 1.7 lbs. In addition, I ordered a device I'd never heard of before which is the "surface dial" and this device is awesome. I attach anywhere on the screen, desktop, or anywhere in proximity, and can assign it as a controller for practically anything. Working in Photoshop is a real pleasure as I connect it to a variety of tools and it makes my workflow incredibly fast. For $99 (or less), I've found it to be invaluable for me personally. But take a look at the Surface 2, as it is well worth the sticker price - and they were just released a couple of weeks ago. You're looking at a TB of solid state hard drive and 8 GB of video RAM on the NVidea 1060 graphics card. Not to mention the best looking highest quality screen I've ever had on any device. And playing games is unparalleled even compared to my latest game consoles. Unbelievable. DB
  3. Kinect V2 skeleton

    @JCPalmer - Yes, I've been using the Brekel Pro Body V2 for a couple of years now, as a my good friend Oshri owns the lab which this was developed out of. And the plugin works extremely well and has saved me countless hours of animation. However, I'd like to take the next step and create this as an extension directly into babylon.js since the skeleton is a set and known bone configuration. So if you have any thoughts which might help create this as a BJS extension, then i'd love to hear any ideas you might have. My new job requires me to delve into these areas, and I'd much prefer to work on such tools with others thn entirely on my own. Cheers, David
  4. Kinect V2 skeleton

    @JCPalmer- I just looked and can't believe that the Kinect V2 sells for as little as 50.00 US. I spent $200.00 a short while back, so $50.00 is quite a good deal as the SDK can be downloaded for free. I should have waited, although I couldn't have worked on the device when it was released 2 years ago now. Let me know if you believe it isn't too difficult to create a real-time open port plugin for the Kinect V2. I know I could certainly use such a tool. Cheers, DB
  5. Kinect V2 skeleton

    @JCPalmer- Do you have the scene available for upload into Blender? Either FBX, STL, OBJ, etc? FBX is preferable for me. Although I'd love it if you have time to define your general process in connecting the Kinect V2 to Blender - if indeed you are doing this. I still use the Brekel python plugin from my good friend Oshri's lab in Switzerland. Man that takes me way back when Oshri and I were in Thailand at a Bhuddist temple capturing Motaro for the Mortal Kombat films. DB
  6. I do not believe there is anything wrong with using the BABYLON.GUI, as it functions extremely well. So please don't think that I have ever said anything negative against its usage. I simply point out that it is often a bit much when it's often so very simple to create rich HTML GUI controls natively from within the DOM. Thus I completely agree that the BABYLON.GUI is a fantastic tool to use and I highly recommend it. I only point out that I prefer devs look outside the babylon.js framework from time to time in order to expand their toolset - as opposed to the expectation that babylon.js is the best solution for all scene and canvas elements. DB
  7. @Sebavan- I'm actually covering GUI elements and interaction on both the HTML canvas and on the rendercanvas. What I was pointing to is that there are far fewer limitations in building much of your GUI on an HTML canvas; as this provides far more flexibility and allows me to integrate any widgets I need to also use on my WebGL canvas for the GUI. I point this out as I find most users on this forum rely entirely on the WebGL canvas and extensions created to build GUI elements and behaviors in the WebGL render loop - which by itself is extremely limiting and causes many potential problems. This is why I highly recommend building all that you can in native HTML and CSS if you want beautiful rich GUIs - and can also use JavaScript for unique animations on the HTML canvas. However, this does not limit you from simultaneously adding GUI controls onto your WebGL canvas as they work together in harmony extremely well. I constantly read questions where so many people are trying to make the WebGL canvas handle all GUI elements - whereas using HTML canvas and CSS GUI elements permit you to also integrate WebGL canvas elements for your GUI - and together these combine extremely well and create far less issues than trying to do everything in WebGL. I'm simply trying to ask developers to look at their architecture differently, as I find that many of the problems devs face on this forum are derived from the expectation that WebGL is the only framework needed to accomplish everything from soup to nuts - where I've learned that it's far better to use WebGL for it's core strengths - without tasking the GPU in pushing the render loop to calculate tasks better handled through the HTML canvas. This is why scene often have problems - due to over tasking the renderer when it's often asked to handle far more than necessary. DB
  8. long loading time

    @Félix Flores- It is always better to separate your textures, normal maps, etc. to no larger than the largest render size in pixels. Also, I always work in power of 2 textures, as your GPU will render power of 2 much faster than non power of 2. But if your FPS is fine, then this is not entirely necessary - although always good practice - especially for smartphones and GPU based devices. I'm sure you know, but for those who may not - power of two is 16X16px, 32X32px, 64X64px, 128X128px, 256X256px, 512X512px, 1024X1024px, etc. This is less GPU intensive and also helps optimize memory. Also take a look at your garbage collection, as instancing varies by OS and browser, and I often find that cloning works in my favor if I have many, many instances which require animation. Consider if cloning might be a better solution - although cloning is generally better simply to allow flexability in animation and attributes such as textures and influencing elements such as shaders and lights. But this is all relative and extremely dependent on your specific meshes, their attributes, and the overall scene. Keep in mind that memory usage varies dramatically between browsers. DB
  9. Hi @Sebavan- As I've been using PHP in addition to my WebGL render canvas, this is a good (good often means "painful") way to discover how creative you can (and must) be in creating rich GUIs using CSS and CSS3. However, if you want to learn how to build rich GUIs with WebGL as an element among many other parts of your online application/content, I highly recommend using the CastorGui extension by @Dad72. His extension clearly demonstrates the power of HTML GUI elements, and his extension allows me to customize any way I choose which is endless. Now that I've done the work to learn the ENORMOUS GUI controls available to me as well as being able to build any control I need from scratch; I no longer use CastorGui - as there are so many native HTML elements available which CastorGUI doesn't natively support. However, the extension is so very easy to modify, I believe it is the easiest way to become a master at building HTML GUIs. And @Dad72 is very receptive to questions, and has helped me grow my HTML canvas element skill set far beyond what it was just a year ago. So I no longer use it as I now build whatever I need from scratch extremely fast, but if you want to learn how to build rich HTML GUIs, then his extension will shine a huge light on the basics of how to structure most every common GUI element. But there's also an ENORMOUS repository of jsfiddle GUI elements with all source code for whatever you require in your GUI. So these days, if there is an element that I'm not fully familiar with, I just do a search for the element - such as a progress bar, timer, rich image buttons, color pickers, etc.(anything) and add "jsfiddle" to the search string, and you'll find every GUI element and some you never even considered before. This is why I highly recommend creating GUIs independent of your JS files and framework, as I'm no longer limited to any constraints and then easily have available hundreds of parameters to beautifully customize my GUIs beyond my imagination. you begin dedicating an HTML canvas to you GUI, it will enrich your game/application and remove any limitations which you invariably run into working exclusively in the WebGL renderer. This will also begin to reveal a whole new way of structuring your scenes where WebGL isn't necessarily the core element of your content; and opens up far more versatility and opportunity to expand the functionality of your application and/or game into various areas to provide more features and functionality overall. And for me, the main advantage is that when you begin looking at the huge list of native HTML GUI elements, we're talking thousands of these with immense functionality and options which can be styled any way you wish. This removes all limitations to your GUI built with any GUI extension. And as these are native HTML elements, they only require HTML and CSS, and image files, icons, and other elements to create the very richest and most artistic GUI one might imagine. And in addition, for each HTML GUI element, most of these work in every OS, device, and browser, however there are pages of master lists which outline compatibility for each device, browser. OS etc. so that you know what you're building before you commit to any element for compatibility across the board - as there are often differences in appearance and functionality between various devices and OS. So HTML GUIs are much richer and can be more artistic, as well as providing a knowledge base which ensures your design and functionality enabling you to design a beautiful, functional, and reliable UI which can quickly be designed and built with complete confidence. I would build something quick using CastorGUI, and then look at the extension as the code is easy to read and to modify. Also, I would open the CSS file for the extension, and make changes to quickly become familiar with all of the parameters available to make unique in appearance and functionality - whatever your mind can possibly imagine. So my hat is off to @Deltakosh, @Dad72, @Temechon, @Pryme8, and all others who have spent the time providing extensions to build nice functional GUIs. However, I would spend the time learning the "how to" yourself, as then you can break away and build custom GUIs on your own with very little effort. There are tons of jsfiddle examples, so I'm not pointing at the following link as exceptional, but there are a few very interesting examples of HTML and CSS - as well as Javascript for some animation. But there are LOADS of examples online. I used to despise working in CSS, but now that I am able to build more creative UIs, I find working in CSS real fun and look forward to this part of the development process. https://davidwalsh.name/canvas-demos Cheers, DB Oh - and in addition, I was often using both the CastorGUI and bGUI extensions together in the same scene before I fully grasp the power of HTML and CSS and JavaScript independent of WebGL. Truly, the possibilities are endless and really, really fun to build. But for the short term, if you want practically any GUI element now prior to mastering canvas elements and CSS, then a combination of bGUI and CastorGUI will provide you with all the tools and functionality to create truly original and awesome looking GUIs.
  10. Got GC Improvements for Firefox Folk?

    Hey @Wingnut- I use Firefox for most of my development, as Chrome is immensely unreliable and inconsistant - even on a memory refresh (ctrl + R). However, I display my memory usage and GC in the window whenever I'm developing. Unfortunately, I've not seen any issues with GC in Firefox on either PC or Mac. If you have a PG scene in which this is occurring, post it and I'll take a look. I wish I could use Chrome as t is far more efficient and uses less resources that most every other browser. However, as mentioned - I have wasted countless hours as Chrome is far to inconsistent and unreliable - and has been for a long, long time. Thus I'm always looking at 3X the memory required for the same scene when using Firefox. But at least Firefox is consistent in it's behavior. DB
  11. @Sebavan- DK (@Deltakosh)knows how much I respect the work he's doing in this area, so that practically anyone can build a decent GUI with reasonable functionality. However, my point is that it is so very simple to build a rich GUI which is not limited by the functionality provided by the developer (DK) who built the extension or in this case the BJS GUI functions. I make mention of this as there is far more flexibility in creating a unique user UI with very little effort involved (often less time than learning the functions, parameters, and limitations to the BJS GUI). Thus I simply recommend building your own GUI from scratch as it is so simple to do and everyone should know how to tackle such a fundamental task. If they don't know, then they have a large gap in their knowledge of Web development and are overlooking their ability to break from the limitations of using someone else's tools. I choose babylon.js over three.js and other frameworks because it is well organized and provides most every tool required to render high quality interactive animation and media. However, it's all too easy to fall into the trap of expecting the framework to be everything to everyone - when something as simple as creating a GUI is far better to develop on your own. I love BJS, but try not to allow myself to be limited by functionality which is far more flexible and so simple to integrate outside of the framework. DB
  12. @hunts- I recommend using the free FBX converter. It is always reliable in setting the correct version of FBX both ascii and binary to ensure compatibility. DB
  13. Collisions with sprites

    @swansong- You might want to consider using SPS (Solid Particle System). THe documentation and examples are found here: https://doc.babylonjs.com/how_to/solid_particle_system DB
  14. GUI overlay

    @swansong- I would consider using a separate canvas on top of my render canvas, as this will make your life much easier. Otherwise, you can run into all sorts of problems trying to manage your GUI elements on a render canvas. As I often comment, I highly advise avoiding GUI extensions and take advantage of the standard HTML canvas and CSS styling to avoid sharing your render canvas with GUI elements that often cause artifacts and many other problems. Some people might recommend GUI extensions for beginners, however HTML canvas and CSS is so very simple to master that it's never worth going down the road of limiting your UI to whatever the developer of the extension had time to implement. There are few limitations to styling yourself from scratch, and far more advantages and immense power with few limitations once you begin building yourself. And this then allows you to animate whatever you like and/or use widgets in coordination with your HTML canvas elements as well as JavaScript to create rich GUIs and animated canvas elements for any user experience you can imagine. I learned the hard way that I spent far more time trying to code a less rich UE using GUI extensions, where in less time I can create a rich User Experience as it's so very simple, flexible, and efficient building my UIs from scratch through HTML and CSS. DB
  15. @Thierry Mil- I personally rely heavily on .css style sheets (as most devs should). I highly recommend using style sheets for all styling for a UI, as this will provide you with the highest degree of flexibility across all OS and browsers. I find it hard to believe how many posts on this forum are related to styling GUIs, but without any .css files referenced - unless they are built by a third party and used blindly by the developer posting questions. Honestly, without a working knowledge of .css files for styling, I'm not even certain how anyone can even begin to consider developing an application for client side browser. CSS files are so very simple to learn and fully comprehend, and are the ONLY way to create a workable user experience. Otherwise, you can only go so far in designing a user experience which provides any degree of interactivity. If you're not fully experienced in .css styling, then you'll never build a GUI worth using as you'll be extremely constrained by relying on others to build a work space which reflects the full capacity for tools, appearance, and functionality for the user. Please limit the use of any JavaScript styling wrapped into functions by other developers, as this only constrains your ability to build both simple and rich user UIs. Just one hour of online tutorials will provide practically anyone with skills in the intermediate level of styling. And trust me, CSS is just as important as knowing HTML since CSS is the only reasonable and certainly the most powerful set of structures to achieve the user experience necessary to deliver the content in any scene. And if you don't fully comprehend CSS, then you'll never be a good Web or WebGL developer. I'm still baffled when I see questions concerning the style and behavior of UIs and scenes - when learning CSS is such a simple task - especially when the question asks how to make use of a styling function using JavaScript. So please just take one hour and study CSS, and you'll find how essential CSS is to any Web project - regardless of the content. I'm not saying that you're not familiar with CSS as I don't know your background, however I all too often find that developers new to this forum often come into this with little or no knowledge of CSS classes and attributes. Make your life and your work much easier and far better - just learn CSS styling - it's beyond essential and so very easy to grasp fully in a very short time. And if there are any specific questions in this area, you'll get an answer immediately, as CSS is very simple to master and essential to master. GUI extensions are fine, however you're limiting yourself to whatever set of style types the developer of the extension has time to provide - whereas if you style yourself, it's much faster, far more versatile, and holds key advantages such as memory management and extensive animate-able attributes - not to mention the issues with maintenance in many browsers and OS, as you'll quickly learn that there are many HTML elements which are not compatible with all browsers - especially when it comes to media.and elements such as progress bars. So if you use a GUI extension, eventually, it will lose compatibility as new browser versions are released. DB