CarlBateman

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  1. The almost throwaway comment seriously gave me pause for thought. I was planning on using PlayCanvas (at an upcoming game jam) but now... PlayCanvas has a free option, but is PlayCanvas really that limited compared to Babylon.js?
  2. I need to identify the type of some given object in a Babylon scene (in JavaScript). So far, I have __proto__.constructor.name for lights, but nothing for meshes and geometry. Is there any way to reliably identify object types? (I'd like to avoid using tags.) TIA
  3. Mixamo models don't fair any better. Looks like I'm on a hiding to nothing here.
  4. That's a great pity, I was really wanted to use Babylon, but I need to get animations and model assets from somewhere and wouldn't know where to start with "cleaning them". Additionally, I can't dictate which software 3D modellers should use, I've never used 3dsmax and I hate blender with the searing heat of a million suns. While I applaud your commitment to glTF (I plan to use it myself in future projects) it is not yet widely supported. Actually, this looks like an issue with many WebGL libraries. Oh God! At this rate I may have to resort to Unity... sigh.
  5. I now get the error message: Mesh: Tops has un-applied transformations. This will never work for a mesh with an armature. Export cancelled.
  6. I'm trying to export an fbx model from blender to .babylon but get this error message instead. File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 799, in __init__ material = StdMaterial(slot, exporter, object) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 2069, in __init__ self.textures.append(Texture('bumpTexture', 1.0 / mtex.normal_factor, mtex, mesh, exporter)) ERROR: float division by zero
  7. I'll be participating in a game jam in a month or so, and was hoping to use Babylon.js. However, I'm finding the workflow... less than optimal. I'd like to able to use models and animations both from online resources and created my 3D artists on the day. The most common format appears to be fbx, which sadly is not supported by Babylon. So additional steps are required to convert to the .babylon format (with the use of yet another program, be it Blender or Unity). This is just too time consuming, arduous and error prone. A specific example: model appears inside-out and no way to switch facing between back, front and front_and_back. I know Babylon is planning to support glTF, but the standard for glTF 2.0 has only just been finalised and is not presently supported widely. I would strongly recommend the support of .fbx if for nothing more than access to the existing library of assets. So, questions: Is there a way of streamlining the workflow? There are many great looking demos available. What pipeline did they use? What format were the assets?
  8. Excuse my obtuseness, but are you asking me to ping them, or are you telling that you have done so?
  9. I converted an obj file to an animated fbx with mixamo. I imported it into Unity then exported it using the Babylonjs export utility. While the animation seems intact the model did not fair well. See images. Are there any special considerations or settings I may have missed? I successfully imported a box exported from Unity and a more complex model exported from Clara.io with the same code.
  10. I'd like to roll the camera (UniversalCamera) (rotate about the z-axis), but... There is no cameraRotation.z property. The rotation property has no effect. Changing the upVector "works", but input control is applied as though the camera isn't rotated. Making the camera a child then rotating the parent works (so far), but seems overly clunky. Is there an easy, elegant way of rotating the camera about the z-axis? TIA
  11. Brilliant, thanks, that works. I'm afraid I must admit that, try as I might, I can't understand the documentation, not least since it seems aimed at input rather than control and some of the code is TypeScript(?). I've tried reading it several times to no avail. The interface does indeed appear simple, sadly actual implementation isn't and seems rather involved for attachControl, detachControl and checkInputs. I'd recommend including the sample you provided in the doco. (I might go as far as to say it's vital.) Again, thanks. I'm always impressed by the speed and utility of your responses/support.
  12. I'm writing an FPS (Asteroids in 3D) and need to change the input mapping and some of the behaviour of the camera (currently Universal Camera). 1. rotate left and right (about the y-axis) instead of move - it does this for the mouse, but not keys 2. when rotating tilt into the direction of roatation - to emphasise the motion and give a "swooping" feel 3. control key sensitivity Are these behaviours / properties directly configurable? Or do I need to subclass a new camera type, or develop a different input control mechanism?
  13. @netmag promotes UX yet has intrusive pop-ups. #tonedeaf #irony

  14. Hi joshcamas, thanks for the suggestion but that doesn't address the problem, all the geometry would be generated before display, so there would still be a delay before the user sees anything.