aWeirdo

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aWeirdo last won the day on November 11

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About aWeirdo

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  1. skeleton animation for AI

    @Raggar You're only passing the value of x, not the property http://playground.babylonjs.com/#C3KABR#4
  2. skeleton animation for AI

    @phaselock You only need to do it once per frame, the value should be the same. Also, delta calculations should be reversed, timeNow - timeLastFrame = delta
  3. How I can exclude skybox from SSAO

    HI @BlackMojito Here's an example of a two camera approach, Imagine camera_A is your main camera with postprocess, camera_A has layerMask 2, so should any mesh you want it to render, e.g. the building in your screenshot, or the sphere in this example. camera_B is your secondary camera with no postprocess, camera_B has layermask 1, so does the ground mesh in this example. So camera_A is rendering the sphere. and camera_B is rendering the ground. Using ArcRotateCamera's, In a registerBeforeRender, we are updating camera_B's alpha, beta, radius and target values to match camera_A's values. (user input modifies camera_A). Take good note on the activeCameras.push, the first camera to be pushed will render behind the second camera. scene.activeCameras.push(camera_B, camera_A); http://playground.babylonjs.com/#QGW698
  4. Babylon.ray defaults to Number.MAX_VALUE if no length is given No idea what's wrong with the PG through.
  5. Babylon exporter for Maya ?

    Hi @dsman A maya exporter is already planned, https://github.com/BabylonJS/Exporters/issues/5 While waiting for that, In 3ds max, if the materials are attached to your mesh(es), but doesn't show up in the material editor, Open material editor -> Click on "Material" menu tab -> Click on "Pick from object" -> Then click on your mesh. a material should now be showing up in the material editor
  6. @cx20 This was fixed already, just waiting for deployment to be updated, hopyfully later today Until then, https://www.babylonjs-playground.com/frame.html#BHNVUE
  7. PG is currently down, whoever hosted the original smoke texture have removed it from their dropbox. working on a solution. will update shortly. Update; Thanks to Unity Technologies and their CC0 ( public domain ) particle's pack, the PG is now working again.
  8. Hi @Steffen The picking doesn't pick by boundingboxes. I ended up doing a workaround thus far, a prototype for abstractMesh which adds a "picking Box" (just a BABYLON.Mesh.CreateBox) the size of the mesh's bounding box, parented to the mesh, only pickingBox has isPickable and then a visibility of 0.001 or so. And on picking it's just pickedMesh.parent to get the actual mesh. I hope it makes sense.
  9. Mesh Position in World cooridnates

    Hi @nodejs That is because the carBody is parented to the "pivot" mesh See line 101 http://www.babylonjs-playground.com/#102TBD#57
  10. Title: Particles: Low lying fog Desc: Creating a low lying fog using the particleSystem
  11. @Deltakosh Sure! that would be awesome
  12. @Wingnut I appreciate the kind words I liked your idea, genious.. so i gave it a go, without clusters through. https://www.babylonjs-playground.com/#KBI6QI#1
  13. Just a simple demo displaying the power of the ParticleSystem by creating a low-hanging fog. Not cinematic quality and it can no doubt be done better with a shader, but pretty nice looking for the very low performance impact it has. http://www.babylonjs-playground.com/#BHNVUE Thanks to @Wingnut for finding the PG used as base for this demo. Have a nice saturday
  14. moveWithCollisions issue

    @satguru Ahh i missed that, Okay, that makes sense
  15. @Myjestic It is also possible with a little change, adding the registerBeforeRender to the child itself, https://playground.babylonjs.com/#M4FKI9#3 I just prefer it the other way Have a nice friday.