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About Flomotion

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  1. Flomotion

    Combine blend mode with alpha

    Thanks for your answers. Deltakosh, I'm aware of the different modes. But maybe I just don't understand them. Because when I apply some of them I don't see any difference with not using a blend mode. But none of them help me combine the alpha from the image and applying the blend mode. Gijs, I was nearly embarrased to see that you found a similar question from me from a while back. Unfortunately this seems to be a different issue. Because the alpha blendmode will disable/ override the opacity texture too. And using the opacityTexture gives many unpredictable results in z-ordering. I need both to be able to create a colored label with a print with alpha on it.The alpha defines the shape of the label. Since white being 'printed' on a colored surface will show the colored surface I also need an alpha blend mode. So I'll keep looking.. I'm affraid it will be shaders.
  2. Hello all, I'm trying to combine a material in blend mode with an alpha channel. But it doesn't seem to be possible.(alpha overrides the alpha from bitmap) http://www.babylonjs-playground.com/#ST2E8W Perhaps using the shader builder could lead to a solution. But I don't really understand shaders and I can not find info about it. I do think there is something in this playground. But it doesn't work anymore because the shaderbuilder.js can not be found. http://www.babylonjs-playground.com/#E6OZX#58 Is there anyone who can help me in the right direction? thanks!
  3. Are the objects on the shelf grouped? I've found that the anchor points of objects in groups must be rotated (0,0,0). And the group as well.
  4. Flomotion

    FBX Importer...

    I totally missed your previous response. But it was a while back. And if you're still recovering, It's probably wise to listen to your girlfriend ;-) Hope you will feel better soon. And glad to hear that you're still working on it! thanks!
  5. Flomotion

    FBX Importer...

    Hi, I'm very curious about the progress of your FBX importer. Is there any news? thanks!
  6. I tried to create these kind of labels. But this is much better. Thank you!
  7. Flomotion

    Combining multiple layers of textures

    Hey there, I would really like to understand/ use this. But I'm not sure how. There's no info on 'ShaderMaterialHelper' or ' ShaderBuider' in the documentation. It would be great to have 2 materials combined using an alpha channel. Has anybody tried? :-) Floris
  8. Hi Marc, i'm a cinema 4d user (and would love to see an exporter as well.. Or have fbx exporter read the materials from c4d export.) but meanwhile I have a few approaches. (And I have tried all) The best way to get a model with materials into blender is using collada. If you use max, use collada as well (2014 export, not 2015). The fbx export from c4d will support the materials in max. But export to Babylonjs doesn't work because the materials Use an extra step (not sure what it's called. Press m and you'll see) the fbx exporter doesn't support the materials but it's better in animation (more precise) than max exporter. and with the blender exporter I haven't been able to get bones animations to work. Hope it helps.
  9. Flomotion

    Do I have to leave babylon?

    I also work in Cinema4D. You can export to fbx and it will give you a .babylon file that supports (bones+weights) animations. The only thing that seems to go wrong is the materials. But you could set that up manually. If you don't use animation in your files, you could export to collada and use Blender as an extra step in the export proces. If you know anyone with 3DMax, you could send them a collada 1.4 (not 1.5) export. It supports everything (but groups need to be on rotation (0,0,0) or they will be wrongly rotated on export..). If you need really precise animation; export the fbx from max. The materials do work from this export and animation is more precise than the max exporter.
  10. Flomotion

    display object from scene 1 in scene 2

    Thanks everyone for the solutions! I was buried in work this week and didn't find the time to reply. @Wingnut I don't really understand the serialise method. Unfortunately your link doesn't work anymore. Could you repost it? I'll use the method of AlbertTJames. Thanks again!!
  11. Flomotion

    display object from scene 1 in scene 2

    hey Wingnut, thank you for your brave effort! I would have guessed that this should work. But indeed.. something is not right. I noticed that the clone has some things missing, compared to the original. One pretty important one I think is the _geometry. But there are many differences (I made screenshot to compare) I tried to specifically copy the scene.meshes[1]._geometry. But it's not working. I don't have any brilliant idea's right now.. maybe they'll come to me in the night :-)
  12. Hi, I have 2 canvasses next to eachother. I'd like to display a selected object from scene 1 in scene 2 on the other canvas. I should duplicate it into scene 2..But I don't know how to do that. Is there a way to display a mesh from a scene into another scene?
  13. Flomotion

    Blender Exporter 5.0

    I've been trying to get the object-parent animations to work. I noticed that the parent-child relations work when only the 1st child is animated. But if a child of a child is animated, it completely loses it's position/rotation. There is still a connection to the parent but the pivot point is set to a different position/rotation.
  14. Flomotion

    Blender newbie

    Thanks for making that clear! I made changes in the names. Renamed everything. I did have 4.61 installed.But installed blender2babylon-5.0. The file will not export.. But I see JCPalmer is working on it. So hopefully it will work in the near future.
  15. Flomotion

    Blender newbie

    Hi Gryf, thank you very much for checking my file. Happy to hear that it's not the origins. Because they were a pain to set. The file has many parent child groups indeed. But I don't see any other way to animate a folding box without those relations. Unless there is a way to globally bake the position and rotation of all sub-objects. I've looked around on the forum and noticed that there are some remarks about a bug in the current exporter. Where the first animation track/action is placed on all objects. That would explain why the positions of all objects change. Unfortunately I don't see any solution except for creating this animation with bones. Because that seems to work. But my knowledge of Blender is not good enough. thanks again for the effort.