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Everything posted by dbawel

  1. dbawel

    Button3D content

    Why not use css, HTML, and vanilla javascript? Then it's simple. I never try do do everything through the WebGL framework. It's all HTML and javascript anyway. Just my opinion. DB
  2. @Dreik You can do this many ways, however, the method you're using can work. First, how does your canvas know the XYZ position of an XY canvas? but if you're trying to zoom into an object, pick the object and change it's target to be the pick point. DB
  3. Hi Babylonians, I'm sorry I haven't been here much lately, but I'm burried in math hell - if there is such a place - alright, there is. I have a painting app - will post this soon once I've rebuilt the node server ( I haven't posted yet because multiuser is the main point). But I'm continuing to build on our old server to add features to test. So, here is the question - Does anyone have any math to translate x.y pointer events to UV mapping coodinates to piant locally on an object? I currently have the old standards working (unwrap UVs and paint on a plane to reflect the 3D objects UVs.) However, I'm sure there is a way to unwrap the UVs based upon the object your unwraping to allow real time painting locally from the 2D canvas to a dynamic texture. I can work the math on a specific object, but that's not good enough. Any thoughts from the brainiacs here? DB
  4. dbawel

    Loading animations from separate files

    @Jorisshh The scene appears to contain null properties. However, I've not been able to find out how these 'null' properties are generated. I'll install the latest .babylon exporter, as I know the version I'm currently using hasn't been updated since 12/2017. I receive errors in the log file for the t_pose scene with the mesh, so I still believe it's a configuration issue. Hopefully I'll find time to look further into this, as I can't sleep when something's broken - as devs such as @Wingnut and @Dad72 can attest to since they find me up at all hours of the night. Let's keep this post alive and get this one solved. DB
  5. dbawel

    Blender > babylon animated vertices

    @babbleon Understood. I see what you are pointing to, and assumed there was a question associated with the info. However, I'm glad you wrote this in a post, as I doubt I would have taken a look at it in the Demos area; as I rarely get there anymore. This is a very cool PG scene... DB
  6. dbawel

    Creating HDR cubemap with probe

    @Rodrix3 No, you are not mistaken. You're not constrained to using cube maps within babylon.js, as there are other modes available such as planar and spherical. I haven't experimented with anything other than cubemap textures, but you are able to accomplish what you seek to do if I understand your original post correctly. And as @brianzinn states: The use of HDR textures in babylon.js and other applications is to try and replicate how natural light is projected and reflected from the light source onto the object and then registered on the conal arrays within the biological eyes. Although it's only a simulation currently, within 2 years, new projection systems are hitting the consumer market (not pro-sumer) which will be rendering natural light for AR displays; and this will change everything... including the way we render scenes and objects within the scenes to provide a real physical model of natural light and how it is registered in the human eye. So in my opinion it's good you're looking at these next steps now - even though they aren't new to many professional imagery tools and cameras. They're simply due to hit the consumer market sooner than later. thant's when everything changes; including the way we watch media (film, broadcast), as well as experience real-world elements; especially as GPUs become fast enough to handle the computation necessary to bring these new rendering methods to life in real-time. But I'm stepping a bit outside of what you want to accomplish... which I'm certain you can do now; however as mentioned by Mr. Zinn, you may require a post process shader to generate the specific results you seek. Regardless, this all becomes the norm in just a short time. There is already media in production which takes advantage of these new displays and render methods which will have a HUgE impact on our and most every media industry. But your original question was? Ask specifically with a scenario, and this community will jump at the opportunity to assist... at least I believe they will have a great level of interest. DB
  7. dbawel

    Creating HDR cubemap with probe

    @Rodrix3 You can assign practically any reflection texture using various modes (only a couple to choose from currently) but it can be endless if you get creative with your alpha channels, gradient textures, emmisive textures, etc. An example might be: skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; Here are some docs that should help with a couple basic but cool PG examples: https://doc.babylonjs.com/how_to/reflect If you need more info than this, just chime back in. There are also a couple of converters available - I used to use 'one released by '80 level' - it was worth the $25 cost at the time: https://80.lv/articles/cubemap-converter-high-quality-hdr-images-at-lowcost/ Hope this helps, DB
  8. dbawel

    Black and White Bump Mapping

    @Pryme8 Keep you interested? Now that would be something! Dave
  9. dbawel

    Blender > babylon animated vertices

    @babbleon It's clear what you are doing, but I'm not certain what your question might be. Can you ask the question a bit more directly? DB
  10. dbawel

    Loading animations from separate files

    Hey @Jorisshh I've spent the past few hours trying to figure out why I'm not able to import any mesh using BABYLON.SceneLoader.ImportMesh(); as I always assume it must be an error on my part. However, I've found a deeper issue specific to my machine, server, etc. or some other element specific to me. To provide more specific info for @Deltakosh or @davrousto possibly provide additional advise, the error I receive is: So I'm unable to test any scenes at this point relating to your animation transform oddity. I did find several potential issues with your scenes, and reset some incompatibilities in the setup of your armatures and t-pose transforms. However, I have no way to test, so I won't go into these unless they prove to solve any of the obvious problems you're having. So I need to figure out why I'm unable to import meshes at this time, as I'm able to do so on the Playground, but not on my personal server. I've attached two .babylon files I've modified and exported for you to test. If you are able, please test these in the Playground and see if there is any improvement. If so, I'll walk you through the changes I made to the fies. Regardless, I need to solve my own issues concerning the import of meshes. Then I'll be able to assist further if still necessary. The two files are 't_pose.babylon' and 'sneak.babylon' both exported from Blender and generated from your 'character.blend' and your 'character@sneak.blend' files respectively. Please let me know when you've been able to test these, as I hope I've made progress which would assist others as well. I hope you're having a great weekend, and we'll get this solved sooner than later - once I've solved my own server and/or client-side issues. Let me know if you have any immediate questions or need some advise in importing these; although you obviously have a firm grasp of the export/import process. Good luck, and it would ake my day if we can solve both yours and my own problems.But that's why this forum and community are invaluable; as we are all in this together and all constantly learning. You can rename the .log files to .manifest files if you want to avoid any error messages concerning missing .manifest files. Cheers, DB t_pose.log sneak.babylon sneak.log t_pose.babylon
  11. dbawel

    Loading animations from separate files

    @Jorisshh As @Deltakosh requested, if you can reproduce the problem on the Playground, I'm certain we'll find a solution for you. But without a PG scene repro, it's just guessing. I'm certain it's an additive transform issue, but as soon as I say I'm certain about this is when we'll find some unknown bug. It's rare, but does happen. I wish I had time to repro, but right now there's no time for sleep as I have to deliver a beta app and am already running behind. But will take the time to make sure we solve this as a community. Cheers, DB
  12. dbawel

    Loading animations from separate files

    What 3D app is your model exported from? If it is a blender file, please attach and I can look to see what the issue may be. Otherwise, there's no way of debugging. DB
  13. dbawel

    Loading animations from separate files

    @Joris Huijbregts I've seen this all too many times, although I still played around with your PG scene to no avail... however I didn't expect to affect any change to meet your desired applied animation. What is happening is that you most likely are applying your animation(s) to a skeleton which already has transforms you don't want applied in your 'T-Pose'. So even though there is no animation on the 'T-Pose', you're applying the new skeleton animation to existing transforms. This is very common depending on how you create, import, set transforms on bones, animate, export, etc. in your 3D application. Without working directly with your 3D scene in it's native application, I can't personally correct. However, you can. I highly recommend that you first reset, and then freeze all transforms before exporting your mesh, skeleton, and all elements to the .babylon format. If I had to guess, I might assume you have a scaling value in your mesh and/or bones of a value other than 1.0. any other value will multiply the scaling value to affect any transform animation by the very same value. However, it could be a scaling value other than 1.0, a rotation value other than 0.0, and/or a translation value affecting your animation. Remember, all transforms are multiplied into any animation you're applying to your skeleton; including a scaling value on any part of your mesh or it's skeleton - as bones typically act as children to the mesh they are bound to. Only a few applications such as Houdini allow you to alter these relationships. Also, check all transform values on your animated skeleton, as this will also affect the bones transforms. So rule of thumb every time... first reset all transforms on your mesh(s) and skeletons (bones), and then always freeze all transforms before animating... but also always reset, freeze, and personally verify all transforms before exporting your mesh and bones to another application (and any additional skeletal animations) just for good measure. This should solve the behavior(s) you're currently viewing. If not, then I can look at your scene, and this should be simple to solve regardless. Working with transforms other than 1.0 (in scaling and translation) - and 0.0 (in rotations) is the most common mistake seasoned animators make, so we all live and learn and will continue to do so until we can no longer move a mouse across the mouse pad. Let me know if you still have any issues, or if you have questions concerning this. DB
  14. I haven't been able to use the exporter with Maya LT. I found so many limitations using Maya LT on production eval, that we abandoned it altogether at Sony Electronics. I'm not exactly sure why Autodesk released Maya LT, as it's limitations provide barely minimal features given my personal experience. I've no problems other than known limitations using Maya 2018. DB
  15. dbawel

    Shadow on PNG image

    @pichou How many bits is your PNG image file including the alpha channel? This may not be contributing to the issue, but good info to know. DB
  16. dbawel

    Loading animations from separate files

    @Joris Huijbregts I've previously experienced problems starting some specific group animations using Chromium and Electron. My scenes and results were different from above, but I've observed issues in varying forms. I need to create a repro of a couple of problematic scenes and see if this is still the case. But I thought I'd make mention of this in case the problem is specific to a browser or OS. I'll try and test on my known scene(s), and report if there still exists any issues. DB
  17. I hate waiting...🤔 I've called and left messages, but haven't heard from you in a while. DB
  18. @JohnK has shown you a good approach. I was referring to adding and updating vertices on the mesh. If you want to use this method, just follow the docs below: https://doc.babylonjs.com/how_to/updating_vertices However, either approach will provide you with the result you desire. DB
  19. @fdeng Also, try and make use of the scene optimizer - the docs are below: https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer Also perhaps use octrees if this applies to your scene. And if you need to check for occlusion, take a look at the PG scene below: http://www.babylonjs-playground.com/#2ACATZ Take a look at your console, as I'm writing a message when the smaller mesh is occluded. Not my original scene, but modified for easier camera control. With this info, you can either dispose of hidden meshes or set their visibility to 0. DB
  20. dbawel

    Rookie Question About Model Display

    @ercerc Now that I read @MarianG's response, I took a look at your scene. I would first try to set the rendering group ID by using the .renderingGroupId attribute. Here is a link to the docs below: https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-order DB
  21. dbawel

    Rookie Question About Model Display

    @ercerc Welcome to the forum! We all ask rookie questions from time to time. And we're glad you're asking, as we love new devs.😉 Just adjust your clipping planes for your camera(s) by using: camera.minZ = 'babylon world unit numerical value'; and camera.maxZ = 'babylon world unit numerical value';. DB
  22. @thamali Sub-divide your extruded "roof" mesh (or add additional vertices at mid-point or other positions) and translate the additional vertices along the positive y axis. You'll be able to create far more interesting shapes this way. DB
  23. dbawel

    Fastest way to display fps

    @DylanD I literally pulled this from the babylon.js demo site. This is always a great resource when looking for code examples not found on the Playground.😉 DB
  24. dbawel

    Animation Curves

    @DylanD A member of my team had success with using 'Curvy". Here's the link: https://curvyeditor.com/documentation/import_export DB
  25. dbawel

    Dynamic DDS files

    @JohnM I would use the PVRTexTool to help figure out the format of your DDS file. Also, read the following post, as it's full of info: DB