cx20

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About cx20

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    cx20

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  1. BTW, how can I add a "solved" tag to this topic? I tried add a tag on the trial but it seems not to turn red.
  2. @kcoley I tested with the latest version build and confirmed that the problem was solved. Thank you very much for your response. The following is the result of exporting the model displayed at 10 times scale.
  3. @kcoley Thank you for fixing Issue. However, it seems that the latest version of glTF Exporter is not created by nightly build. This is because the timestamp is in a state one day ago. Could you check if the latest version of glTF Exporter was created? https://github.com/BabylonJS/Babylon.js/tree/master/dist/preview release/serializers
  4. The following are the main differences of the exported file.
  5. Hi @kcoley, Hmm. I tried it again, but it seems to reproduce. It reproduced with the following combination. Windows 10 Version 1803 + Chrome 67.0.3396.99 Windows 10 Version 1803 + Firefox 61.0.1 The reproduction procedure is as follows. 1. Go to the following URL. https://cx20.github.io/gltf-test/examples/babylonjs/index.html?category=tutorialModels&model=WaterBottle&scale=10.0&type=glTF Set the scale parameter to 10. 2. Check "Debug" on the control panel 3. Select glTF menu from the inspector window. 4. Click the "Export GLB" button. 5. Download the export file. 6. Drag and drop the glb file into the glTF Viewer. https://gltf-viewer.donmccurdy.com/ 7. Please look at the display result.
  6. I understood what kind of situation it will go wrong. I am changing the scale of the model in the sample program displaying my glTF, but it seems that exporting can not be performed correctly if it is not 1.0. NG : https://cx20.github.io/gltf-test/examples/babylonjs/index.html?category=tutorialModels&model=WaterBottle&scale=10.0&type=glTF OK : https://cx20.github.io/gltf-test/examples/babylonjs/index.html?category=tutorialModels&model=WaterBottle&scale=1.0&type=glTF However, I do not know how to fix it. Are there any advice? https://github.com/cx20/gltf-test/blob/master/examples/babylonjs/index.js#L76 parentMesh.scaling = new BABYLON.Vector3(modelScaling.x * scale, modelScaling.y * scale, modelScaling.z * scale);
  7. I confirmed that this problem was solved with the inspector of Babylon.js Sandbox. https://sandbox.babylonjs.com/ The version of Babylon.js is v3.3.0-alpha.12. However, downloading the latest version of babylon.glTF2Serializer.js from the repository of Babylon.js and testing it locally did not seem to work properly for some reason. https://cdn.rawgit.com/cx20/gltf-test/a8d9825ff50b29b50d545548c9e0ba1cc0380732/examples/babylonjs/index.html?category=tutorialModels&model=WaterBottle&scale=10&type=glTF The version of Babylon.js is v3.3.0-alpha.12. There should be some difference, but I have not yet arrived at the cause
  8. @kcoley I tried converting about WaterBottle.gltf. It seems that a different validation error has occurred. https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/WaterBottle
  9. @kcoley Thank you for your response. I confirmed that the glTF Validation error has been resolved in the latest build.
  10. BTW, I also tried glTF Viewer in Three.js. Although it may be another problem, it seems that a validation error has occurred. I am glad if you can check it.
  11. Hi @kcoley, I confirmed that the problem of reversing polygons in the latest build was solved. It's a wonderful job.
  12. I tried exporting glTF file using Inspector of Babylon.js Sandbox. However, it seems that the polygon is inverted and displayed. The version of Babylon.js is v3.3.0-alpha.11. I think that it is because FRONT_FACE is not CCW but CW.
  13. cx20

    OimoJSPlugin's setLinearVelocity is incorrect

    @RaananW Thanks! I confirmed that it works correctly with the latest version of the library. http://jsdo.it/cx20/IVHj
  14. I tried to create a sample using OimoJSPlugin. http://jsdo.it/cx20/IVHj However, the following error occurred. Uncaught TypeError: impostor.physicsBody.linearVelocity.init is not a function at OimoJSPlugin.setLinearVelocity (babylon.max.js:85118) at PhysicsImpostor.setLinearVelocity (babylon.max.js:83249) at IVHj:264 at Array.forEach (<anonymous>) at Observer.callback (IVHj:260) at Observable.notifyObservers (babylon.max.js:8294) at Scene.render (babylon.max.js:27859) at IVHj:78 at Engine._renderLoop (babylon.max.js:12784) Perhaps linearVelocity and angularVelocity should use the set function, not the init function. public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) { //impostor.physicsBody.linearVelocity.init(velocity.x, velocity.y, velocity.z); // init() is undefined impostor.physicsBody.linearVelocity.set(velocity.x, velocity.y, velocity.z); } public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) { //impostor.physicsBody.angularVelocity.init(velocity.x, velocity.y, velocity.z); // init() is undefined impostor.physicsBody.angularVelocity.set(velocity.x, velocity.y, velocity.z); }