# JohnK

Members

1,400

44

## Reputation Activity

1. JohnK got a reaction from webdva in Particles circle effect
Is this something close to what you want? http://www.babylonjs-playground.com/#U64HVU#3
2. JohnK got a reaction from DylanD in Finish Line Block
@bghgary neat solution. I was going for adding instances. https://www.babylonjs-playground.com/#20OAV9#373
More on faceUV https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors#how-to-apply-faceuv-and-facecolors-examples
3. JohnK got a reaction from Dad72 in New forum
A vote to leave or remain causes a flashback to the Brexit referendum here in the UK. As I trust Deltakosh and Jerome more than any government leaders I am persuaded by their reasoning so I will 🍃.
4. JohnK got a reaction from webdva in Absolute Position and Pivot Point
Tricky things pivots, this might be worth a read http://doc.babylonjs.com/how_to/pivots
Setting the pivot point to (0, -5, 0) is achieved (under the bonnet by all the following) by translating the sphere by (0, 5, 0) so the pivot point is now at the bottom of the sphere and becomes the local origin of the sphere ie is locally (0, 0, 0) for the sphere. However at this stage the sphere would be sitting on the ground. To move it to its starting point a translation in world space of (0, -5, 0) is needed. Of course the local origin of the sphere (or pivot) moves with the sphere and is still the local origin of the sphere and the sphere's position remains (0, 0, 0) locally.  In world space the coordinates of the local origin of the sphere are (0, -5, 0) and so absolute position is given as (0, -5, 0) as in label 2.
At the final stage you are resetting the absolute coordinates from (0, -5, 0)  to (0, 0, 0) which is a translation of (0, 5, 0) giving its absolute position as (0, 0, 0) but of course this translation has to be also applied to the local origin of the sphere moving it from (0, 0, 0) to (0, 5, 0) giving the results as in label 3.
5. JohnK got a reaction from Dad72 in New forum
A vote to leave or remain causes a flashback to the Brexit referendum here in the UK. As I trust Deltakosh and Jerome more than any government leaders I am persuaded by their reasoning so I will 🍃.
6. JohnK got a reaction from Dad72 in New forum
A vote to leave or remain causes a flashback to the Brexit referendum here in the UK. As I trust Deltakosh and Jerome more than any government leaders I am persuaded by their reasoning so I will 🍃.
7. JohnK got a reaction from Dad72 in New forum
A vote to leave or remain causes a flashback to the Brexit referendum here in the UK. As I trust Deltakosh and Jerome more than any government leaders I am persuaded by their reasoning so I will 🍃.
8. JohnK got a reaction from VictorF in Look for the good option to make virtual visit
Hi @cstfan and welcome to the forum from me. Have a look at this https://doc.babylonjs.com/how_to/multi_scenes and see if it helps.

9. JohnK reacted to trevordev in AmmoJS support
Hey,
AmmoJS physics plugin has been added to Babylon preview. It should work well with composite meshes which we've had trouble with in the past with other engines. Let me know if you find any issues or have any feedback.
Note:
Support for motors, soft bodies, other ammo specific features are not yet supported so yell if you need anything specific for your project.

vid.mp4 Examples:
Basic impostors: https://playground.babylonjs.com/#7149G4#31
WebVR grabbing and throwing: https://playground.babylonjs.com/#ZNX043#1

Docs:
https://doc.babylonjs.com/how_to/using_the_physics_engine
10.
I've just finished the morphing demo that I've been working on. Thanks everyone for your input! (especially @NasimiAsl who is the grandmaster of shaders)
What I'm trying to demonstrate here is morphing not just vertices, but textures as well.  I got this idea from Wrap3 which has this feature.  This is important with faces because redness and wrinkles will sometimes appear when you tense your face.  Unfortunately there is no built-in feature to do this but we were able to pull it off with some extra shader code.  I would've loved to add some specularity to the skin but I couldn't figure out how to do that with the custom material.  I know this is extreme detail but its a good test.  If the player is in the distance then it wouldn't be necessary.
I added a "Powered by Babylon.js" sticker so everyone knows that Babylon.js can do cooler stuff than Three.js hehe
Feel free to use the source code.
http://punkoffice.com/facial

11. JohnK reacted to Deltakosh in Scissor Rects
Here we are: https://playground.babylonjs.com/#JJYFI8#1
12. JohnK got a reaction from V!nc3r in Wikipedia
Back up and running again. Hope everything legit this time!
13. JohnK got a reaction from V!nc3r in Wikipedia
Back up and running again. Hope everything legit this time!
14. JohnK got a reaction from NasimiAsl in Best way to use playground with external ressources
Unfortunately https://rawgit.com/ is now closed. Existing RawGit links will remain until October 2019. Need to find easy to use alternatives.
15. JohnK got a reaction from Wingnut in GUI ScrollViewer
This is a dirty way of doing it https://www.babylonjs-playground.com/#3EF49E#1 will have to do more studying to add "wheel" code into the source code as observables and events are one of my many weak points.
Note that for both sliders the range is 0 to 100 from which the amount to scroll the viewer window is then calculated. You can guess the name of the horizontal bar 🙂😎🙂
16. JohnK got a reaction from Wingnut in GUI ScrollViewer
ScrollViewer now available and enhanced by DK
17. JohnK reacted to Wingnut in 3D Text library
And maybe, check out the demo-filled forum thread about meshWriter, too.  http://www.html5gamedevs.com/topic/37487-text-as-polygon-mesh/
Actually, stay on PAGES 3/4 of that forum thread.  Less broken playgrounds.    (usually broken due-to stale URL to meshWriter lib)
I like this one.  https://www.babylonjs-playground.com/#XWVXN9#63
...and this physics-ish one... https://playground.babylonjs.com/#1KPF49#54  (might need extra click on RUN)  (also, joint between "o" and "n" not working)
[Wingnut gives a little wink to @The Leftover, a swell guy and the author of meshWriter]
18. JohnK got a reaction from QuintusHegie in Wikipedia
https://en.m.wikipedia.org/wiki/BabylonJS
EDIT 17 Nov 2018 On hold again as it was put on by a banned user.
EDIt 1 Dec 2018 Back on line again - hope it holds this time
19. JohnK reacted to Deltakosh in Tutorial Talk
Merged
20. JohnK got a reaction from V!nc3r in Wikipedia
Back up and running again. Hope everything legit this time!
21. JohnK got a reaction from Wingnut in Tutorial Talk
Apparently a createCylinderEmitter - https://doc.babylonjs.com/babylon101/particles#cylinder-emitter - has since been added to BJS itself so none of the added code is needed https://www.babylonjs-playground.com/#V07WF8#6
So really we need a new example to show how to create your own emitter.
22. JohnK got a reaction from QuintusHegie in Wikipedia
https://en.m.wikipedia.org/wiki/BabylonJS
EDIT 17 Nov 2018 On hold again as it was put on by a banned user.
EDIt 1 Dec 2018 Back on line again - hope it holds this time
23. JohnK got a reaction from brianzinn in Question about isVisible
Sorry don't know the reason why. Just following @Deltakosh's advice http://www.html5gamedevs.com/search/?&amp;q=setenabled&amp;type=forums_topic&amp;author=Deltakosh&amp;nodes=28&amp;search_and_or=or&amp;sortby=relevancy
24. JohnK got a reaction from Sebavan in Question about isVisible
You can use mesh.setEnabled(false﻿) and  mesh.setEnabled(true﻿)  instead of isVisible. The method setEnabled takes the mesh out of the rendering loop and so does not consume processing time. Whereas isVisible hides the mesh but keeps it in the rendering loop.
25. JohnK got a reaction from Sebavan in Question about isVisible
You can use mesh.setEnabled(false﻿) and  mesh.setEnabled(true﻿)  instead of isVisible. The method setEnabled takes the mesh out of the rendering loop and so does not consume processing time. Whereas isVisible hides the mesh but keeps it in the rendering loop.