qingliangcn

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  1. qingliangcn

    can not export in 3dmax 2014

    still thanks for help. the max2babylon 0.50 fixed this error.
  2. qingliangcn

    can not export in 3dmax 2014

    i'm so stupid, i forgot this code: scene.executeWhenReady sorry for everyone...
  3. qingliangcn

    can not export in 3dmax 2014

    i tried to first export to fbx then import in blender and then export in blender, it works . the diffrence from before is that i put the texture in the correct position. but max2babylon still can not work. Unit_510034_Anim3.max
  4. qingliangcn

    can not export in 3dmax 2014

    this is from 3dmax 10001_from_3dmax.babylon
  5. qingliangcn

    can not export in 3dmax 2014

    thanks for your attention. the attachment exported from 3dmax (Max2babylon 0.50 64) and i tried Blender and fbx export , got same result. this is from fbx 10001_from_fbx.babylon
  6. when i use http://www.babylonjs.com/sandbox/, i got this error: and this is my babylon file 10001.babylon
  7. qingliangcn

    can not export in 3dmax 2014

    could anybody give me some advises?
  8. qingliangcn

    can not export in 3dmax 2014

    i try to print bones, get this: it seems there is no animation info
  9. qingliangcn

    can not export in 3dmax 2014

    the site gives me this error:(chrome 51 + win10) and this is my babylon file: 10001.babylon
  10. qingliangcn

    can not export in 3dmax 2014

    i'm trying it. thanks.
  11. qingliangcn

    can not export in 3dmax 2014

    is my animation setting wrong ?
  12. qingliangcn

    can not export in 3dmax 2014

    seems obj could not include animations. i try export to fbx and then open fbx file in blender and then export to babylon file´╝îit still does not work.
  13. qingliangcn

    can not export in 3dmax 2014

    i'm prepare to try the obj format.
  14. qingliangcn

    can not export in 3dmax 2014

    now i can export the model, by how to export the animations? max2babylon.bmp could you show some code to explain it ? this doesnot now work. BABYLON.SceneLoader.ImportMesh("", "/obj/", "10001.babylon", scene, function(newMeshes, particleSystems, skeletons){ newMeshes[0].position = new BABYLON.Vector3(0, 0, 0); newMeshes[0].scaling = new BABYLON.Vector3(0.005, 0.005, 0.005); scene.beginAnimation(skeletons[0], 0, 100, true, 1.0); }, function(event) { console.log(event.loaded); });