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aFalcon last won the day on March 15

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About aFalcon

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  1. Also "tachometer"...
  2. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! No way....add(falseCamera.position))!?! And the tan(fov/2) is the sizing? -> From the billboard output plane of the aspect ratio in the fake camera field of view... almost got it. Nope not it... Ok: shader.setFloat('time', time); shader.setVector3('camOffset', output.position.clone().add(falseCamera.position)); shader.setVector3('camTarget', falseCamera.getFrontPosition(1)); Got it, wait... no I don't. : ) How does it stripe material, and move in opposite direction (based on time)... Finally just reads the _fs and _vs. It's all there! : ) Thank you for the intro to WebGL shaders. : ) MOD:
  3. Yes, "Nixie tubes" === typeof "cool". <finally-clicks-it/>. And "meter-needle", hear you, caught it too [as a-design-difference]. !important; : ) Hopefully we progress from opposite sides to same-center... Ray, tangent, arc!?! Will try PG next week after: createSteamAchievements(32); And time for a FANTASTIC QUOTE (unrelated to everything): from the-old-days. ~ njoy. PS. for meter positioning calculation: Q: how about offset in localspace? - and/or as inverted [design-difference] -> from raycast at tgt (hit===cube-tip). Worth a try... : )
  4. .afalcon swoops in for the ... stuffed-bunny!?! ~ And fluffy-stuffing-flies in 100 random cross-product-dimensions... : ) Yep, building a radial-lock. Found same as describe above. QUESTION: How, to measure position precisely after [unlimited] rotations? (or GUIMeter). NOTION: concentric-sphere-facade over small-radial-cubes... STEPS: 1) Remove concentric spheres, and convert each radial degree into to many small cubes (OR rotated rectangles). 2) Material top of each cube (scale, rotate, etc). 3) Detect position precisely by local position of small-cube (and static-local-target-zones OR raycast on cube-tips?). 4) Parent small-cubes back to concentric-spheres (previously removed) and rotate parent. 5) Position small-cubes on y, so only the tips poke out of spheres (similar to angular tips on a lock OR radial-dividers). RESULT: Radial-Lock with sphere as facade. Design not (yet) attempted. Hope it helps GUIMeter. Will try 2 PG. ~
  5. ~ afalcon loves Wingnut Chronicles and babylonjs. Thank you for the healthy discussion.
  6. @Wingnut to the rescue! Wow only 3774?!? .... : ]. Love that list, and the link. Good IDEA: how about -> top 10 Blender hot keys. And since you mention it --> concept of BLENDERFIX. BLENDERFIX required for .babylon exports to succeed (primarily around bone animation btw, but also...ORIGIN) Is the blender community going to support .babylon animation exports? Na. So it's us, and art. "So I'll stand, randomly pointing, all good, no worries, nbd." says aMonkey. Significantly more art/science inbound in 3Dpipelineland. Curious. What is the mesh that @royibernthal is willing to pay to fix? And why won't he say what it is??? Such a mystery... My bet: "Medusa-snake-head". What do you think? That would break the export. : ) But he is nice guy so second guess is army tank (multi-rotating turrets etc). Free time used up this week, but... : ( ~ aMonkey cannot resist a candy. (me) : ) lol... @Wingnut - does that list contain hot key for: apply -> rotation, scale, translation??? Also the opposite (I'll look for)... Origin - To - Center. Always forget how to get that menu... ...tricky for any babylonian. Need it often to fix export...
  7. I see a plane can be created as {sideOrientation: BABYLON.Mesh.DOUBLESIDE}, But is it possible to make a plane which is FRONTSIDE by default... and then DOUBLESIDE dynamically at runtime? CONTEXT: a plane is imported by blender (as a complex shape), it is DEFAULT FRONTSIDE. After many user interactions the plane then can become DOUBLESIDE . How to do this? Without it being DOUBLESIDE on the blender import. Feeble attempts in this playground: There is a delay, and then tries to: 1) convert directly plane.sideOrientation = BABYLON.Mesh.DOUBLESIDE (no change) 2) and it seems possible to clone the mesh and re-create it with DOUBLESIDE (but complications with height,width, rotation, performance overhead, etc) So, curious: Is there a way to dynamically apply DOUBLESIDE to a plane? 3) if not, will probably blenderfix...etc. : ) Thanks,
  8. @royibernthal if you were to choose to become a "blender guy" - I would help you 1hr free. Because I believe in the 3DWebPipeline. Google chat. np. msg (I'll show process of how to find what is missing). 1hr. : ) Worth if for the 100% 3D Pipeline. right? And blender is just a bunch of hot-keys anyway. I'd post a cheatsheet here, piece of cake. No doubt you agree... and then tell me -> "the mesh is a fully-animated medusa snake-hair!!!" : 0 To which, aFalcon either loves it and helps ~ or flies back to a granite mountain ledge. : ) ~lol....
  9. When I've run into this complication in my projects... it often meant that the mesh needed to be rebuilt with the export in mind. So going step-by-step, i'd prove out each part that would export. And fixed many small things. It became particularly tricky for somethings like bone animation, where there are many parent bones. More specific I solved a nighmarish IK which was unorhodox by requirement. It was tricky but not impossible to find solution. I'm not surprised that your assistant got stumped. It isn't easy. It takes... passion for your mesh to get it through. I would probably need to spend much time as well (re-blend the entire thing) [multiple times]. So short answer not looking for freelance. Also need assistance. Becoming a blender guy... worth it for 100% open-source 3D pipeline? And what is the mesh?
  10. TIP: youtube or udemy or cgicookie.... ah wait, export? No this is different. Not everything can export. So you have to start small and use meticulous trial and error. : ) You need to export-incrementally, as you build, to be sure it works as expected. Many things can be tricky until you get used to the process... For example: materials with cycles engine. If you didn't know that they are not supported (maybe they are or never) then you would be surprised that they do not export. The same is true for many things. A 2nd example of this -> you have to pay careful attention to ORIGIN. Because .babylon export is very good and will do exactly as you tell it. : ) So often I would go to Object > Apply > (RTS) rotation, translation, scale... until the day, that I needed the origin to NOT be APPLIED. What a surprise that was... Ping me if you have specific questions on .babylon export and maybe I help design test to isolate export failure that is in need of BLENDER-WORKAROUND. : ) Last tip... debug asset manager and have a look at the skeleton.
  11. aFalcon

    Spaces (world, parent, pivot, local)

    Woo-hoo... Yep applying world/local transform no big deal! : ) And about 75% on the space ship challenge...(still need to understand tangent, normal binormals) Guessing there might be a cross product in there somewhere.. Did some updates on the "car following a path" example.Using lookAt as orientation trick... Also have info from electron app near completion. Fascinating things with animation...interpolation with a config object:. anim({from, to, duration}).done() Update: wow that is an awesome example. Thanks! (ed) CatmullRomSpline yee-haw. Will learn groups (and test in electron app). Great to see you back @dbawel : )
  12. aFalcon

    Scaling a TransformCoordinate...

    TIP: if you are writing a babylon App in Electron... and you have Web app and Electron app running simultaneously... you should know that your GPU will be split between the two! I had 5 running. And... it gets slow. : ] So the best performance optimization (was not scaling down the 3D world in blender, then scaling it up again in babylon) it was closing the Babylon Web App while working on the Babylon electron app. : )
  13. aFalcon

    Scaling a TransformCoordinate...

    Thank you @JohnK! I get identity matrix, so that relation makes sense and is very helpful. Also... I will look for that ref in the src. +1!
  14. aFalcon

    Scaling a TransformCoordinate...

    SOLUTION - here is a solution found to scale the transformCoordinate, thanks to the babylon docs, and a post from 2015( @gwenael ). If you know of an updated or more performant way please ping, otherwise, hope it helps someone else. //TRANSFORM-FROM-2D-PROJECTION-TO-WORLD-TO-LOCAL-SPACE-. var invertParentWorldMatrix = basePlane.getWorldMatrix().clone().invert(); var pickMoveVector = pickPointNext.subtract(pickPoint); //vector of mouse move, GLOBAL. var local_position = BABYLON.Vector3.TransformCoordinates(pickPointNext, invertParentWorldMatrix); //SCALE-TRANSFORMATION-TO-MATCH-PARENT-SCALING-. var originInLocalSpace = BABYLON.Vector3.Zero(); var move = originInLocalSpace.subtract(local_position).normalize(); var moveScaledInLocalSpace = move.scale(8).add(local_position); //SET-SCALED-LOCAL-POSITION-. pickObj.position.copyFrom(moveScaledInLocalSpace); pickObj.position.addInPlace(pickMoveVector); //MOVE-TILE-TO-POSITION-. BONUS: if you have insight on these related concepts, I would love to understand more about: a) why does a tiny then scaled up version of a mesh seem to perform quaternion rotations faster than a mesh imported at large scale from blender? (found that tip in a different old-thread, if I'm not mistaken) b) what is happening conceptually for "invert" ParentWorldMatrix, is it "invert" as in - expand from a smaller local matrix into a larger world matrix? c) in the subtract() scale() then add() sequence of calls (above), is that basically scaling the difference between the move point and the local origin? Really curious on how these things work at a deeper level, I'll dip in the src l8r... Hope this help someone. Thanks.
  15. aFalcon

    hoverboard setup

    @Pryme8 really cool. I did a hoverboard as well. The way you use an impulse is really nice. I couldn't figure out how to get it to rotate over uneven terrain... (using physics). So went non-physics way...