MarianG

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MarianG last won the day on January 3

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About MarianG

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    https://www.smarteam3d.com/
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    marian.gaje

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    Baia Mare, RO

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  1. Exactly what I was looking for. I didn't kinow about this function. Many thanks!
  2. Hi guys. It;s me again I'm haveing an transformNode with a lot of childs. How can I create or determine the boundingbox of parent, I mean a box which contain all the children. Here is a example http://playground.babylonjs.com/#X9KNXU And I found this https://www.babylonjs-playground.com/#TZSWRR, but it's only for one mesh, and I have multiple meshes and I have to merge them, I don't know. Any idea is welcome!
  3. Hi Vladimr, did you see this : http://www.babylonjs.com/scenes/worldmonger/ Take a look at elevation js file. It should help
  4. Class() - unable to import meshes

    Great! Well done
  5. Class() - unable to import meshes

    in this situation, it's not the problem that I thought. No problem, try with a try catch each line, ps: but I think the problem comes from here try console skeletons, maybe it's empty
  6. Class() - unable to import meshes

    try add let _this = this before ImportMesh function, and on Import function use _this instead of this.
  7. Mesh instance Question

    Hi @Emiya0306. Your file contains 2 meshes, the first mesh is an empty mesh and it's parent of the second mesh. Because of this line 17 container.meshes[0].isVisible = false; doesn't work. I mean it's working, but using this you hide only the first mesh. If you want to hide a mesh and its childs you have to use container.meshes[0].setEnabled(false); This hide the first mesh and the second mesh which is child. About createInstance function, you have the same problem. CreateInstance works only for "curent" mesh, it doesn't instantiate parents or childs only curent mesh. So it works on your case too, but because the mesh you instantiate is an empty mesh you cann't see the result. So if you want to instantiate your object you have to instantiate your second mesh from container. And your pg
  8. GUI drag drop element, image...

    Hey. Related on this. I have a question? It is posible to handle multiple gui elements for drag and drop? I tried but without succes http://playground.babylonjs.com/#3Z3ZUD#1
  9. How to check object type

    @Wingnut you are "grande". Thanks to your previous post I found the answer to the second question too. Again, by default, the exporter create a group and a object foreach mesh that you want to export, I just comment output.push("g object" + j); from exporter and I have only my meshes. And I modified export.mtl to support material foreach mesh in the same mtl file, by default it create different mtl foreach mesh. Btw, I see these minor changes usefull, maybe they can be used by default on exporter, and a few flags like "useGroup" for group meshes and "useSameMtl" for using the same mtl for all meshes.
  10. How to check object type

    I'm using babylonjs objExporter. But you give me an idea. I found where it override mesh name, and I modified it to take the name from mesh, by default it change meshes name https://github.com/BabylonJS/Babylon.js/blob/5b36a24a55f5f572d0e28d3a7b1c9c521dc6701f/dist/serializers/babylonjs.serializers.js#LC38 It works well. Thanks @Wingnut. Another question regarding on this. Why on import I get 2 different meshes foreach mesh? I mean I save an array with 5 meshes as obj, and when I import it in the other scene I have 10 meshes in the succes function?
  11. Hi guys. I have an idiot question, and I have no idea how to deal with it I have a scene where I create meshes, disc or plane like if(this.metadata.isCircle == true) layer = BABYLON.MeshBuilder.CreateDisc("disc", {radius: this.metadata.radius, tessellation: 64, sideOrientation: BABYLON.Mesh.DOUBLESIDE}, this.scene); else layer = BABYLON.MeshBuilder.CreatePlane("plane", {height: this.metadata.depth, width: this.metadata.width, sideOrientation: BABYLON.Mesh.DOUBLESIDE}, this.scene); After that I export them and use in other scene. How to check on the other scene if loaded mesh is a disc or a plane? 1. I export them as babylonjs file, add a metadata something like "isCircle" and on load check metadata, great! - no problems. 2. I export them as obj file, here comes the problem. As obj doesn't keep the name, doesn't keep the metadata, so I have to check myself someway if loaded mesh is a disc or a plane. Is there something internal to know if loaded/created mesh (basic elements) is a disc, a plane, a box, or etc?
  12. More than 4 lights?

    Cool. Thanks
  13. Load .babylon file programmatically

    Something like this? https://www.babylonjs-playground.com/#1SQFJP#14 line 18
  14. More than 4 lights?

    Yes Nice @NasimiAsl. Can you please point me to the light section on your code, or maybe a little playgroung extremely simple will help alot. Thank you.