david028

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  1. The orthographic camera in Blender lets you set a value for orthographic scale which it describes as similar to zoom. The higher the number the more of the scene is in view (zoomed out). How would I go about getting the camera in BabylonJS to match what I have in Blender? I am not sure where the values of 45 and 90 come from in @dbawels answer? Should these be set to the canvas width & height or the camera width & height from Blender?
  2. Hi does the Blender exporter support orthographic cameras? I am using the exporter version 4.6.1 and when I export with a free camera, Babylonjs loads a universalCamera in perspective mode rather than orthographic.
  3. Has anyone found a solution to this? I am having the same problem exporting cars from 3ds max where one door is often a mirror of the other and due to the curved nature and detailing I can not simply clone and rotate the other door which would need to be inverted.
  4. I have just moved to v2.4.0-alpha and the object is still appearing unanimated after serializing and reloading. scene.Animatables is populated in the original but empty after loading the serialized version. Has skeleton animation serialization been implemented?
  5. I have loaded a scene exported from 3ds max. The scene includes skeletons and an animation and plays on load. If I serialize the scene and load the saved scene I do not see an animation. I can see that the loaded - serialized scene's meshes do have arrays of animations. However, scene.Animatables is empty - whereas in the original this was populated. Is there anything I can probe to see whats going on? Perhaps I am just missing a function to start all the animations?
  6. I notice that when I use the FxaaPostProcess my scene retains its alpha transparancy. This is important because I am overlaying my scene over a background image behind the canvas. When I use the ColorCorrectionPostProcess the background becomes black. Does anyone have a way around this? If I insert my background into the scene it will either move with the camera or be affected by the ColorCorrectionPostProcess which I do not want.
  7. I was wondering what other people do for there 3ds Max/Blender -> babylon.js workflows? I find that If I create a scene with multiple objects, materials & animation within 3ds max and then export to Babylon.js I will usually need to do some more work on the Babylon.js side (adjust and fine-tune material parameters, add advanced material types, minor repositioning to perfect things in the browser environment, additional animation easing and so on..). I will then re-export my using the SceneSerializer method so that it is saved using the standard format. The annoyance for me is then when I decide to swap out an object or make a change to my animation on the 3ds Max side - I then have to re-work all of the post-export modifications or dive into a huge scene.js file full of mesh vertices and animation keys to merge the two versions. Could there be a way to export from 3ds Max that will produce a folder with a main Scene.js file with references to a separate JS file for each material and each object. This would mean that the materials could be edited without hunting through a file of several megabytes, objects could be changed or added without re-exporting an entire scene and scene files which are a lot more manageable.
  8. I would like to see this too if it has not already been added.
  9. Could you explain why it is that gl_Position = viewProjection*world does work for the default vertex shader but using cyos it needs to be worldViewProjection*world?
  10. Hi, I noticed that the default vertex shader sets gl_Position using: gl_Position = viewProjection * finalWorld * vec4(position, 1.0); Where mat4 finalWorld = world; I am trying to test out some of the default material shader code using CYOS but all I see is a blank output if I use this.. http://babylonjs.com/cyos/#1JYG69 Could someone explain why this works in the default vertex shader but not in CYOS? What is the difference between this and gl_Position = worldViewProjection * vec4(position, 1.0); ?
  11. Hi I am learning to write shaders and I have noticed that there are a lot of different view spaces and it is not always easy to differentiate and test the output without the ability to rotate the object. It gets more complicated when spaces have to be combined such as bump mapping + environment mapping. For example, in the cell shading demo I notice that the spot light appears to stick to the object and I would want to know if this was because I am orbiting the light source or if it would remain static when I rotated the object alone. Is it possible to rotate the object without orbiting the camera on the CYOS site? Could this feature be added if not? http://www.babylonjs.com/cyos/
  12. Hi I am using the 3dsmax exporter. I can export an animated scene.. as a simple example; a box which spins on its axis while at the same time a camera orbits the box. Is it then possible to do any of the following in once in Babylonjs: 1. Play the camera animation without having the box spin on its axis. 2. Have the box animate while the camera remains static. 3. Stop the box animation at a chosen point while the camera continues to follow the animation.
  13. I am working on a scene exported from 3ds Max. It's great for making the bulk of the scene but I always end up making minor adjustments to materials in the browser because it never quite looks the same in babylon.js. I have tried using the SceneSerializer to save the scene after making changes and noticed that it is saving with a larger array of materials than the original. For example I use the SceneLoader to load a scene with 8 materials and then SceneSerializer exports a scene with twice as many materials, some with duplicate names. Does anyone know the reason for this or a workaround?
  14. Could we have a 'Do not optimize animation' option with the Max 13/14 exporter. I do not see it in the babylon properties context menu.
  15. What would be the best way to use materials like this with a Blender scene export workflow?