babaorhum

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About babaorhum

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  1. It seams that all I can do is scaling rotating or position changing, anyway to get it call from outside that particular function? like a simple box, first you create it and then you call it in this PG, I cannot have a array of newMeshes in the console, or has it call outside the function or do I have to write everything I want this mesh to interact with into that specific function? Hope I'm clear, thx for your time, btw
  2. Hello every one, I'd love to know the end of this topic regarding how to pick a mesh from an imported one Here an example : http://babylonjs-playground.com/#1QJUDF Now imagine that I want it to a parent of something or bind to a canvas2D How do I do such thing? Thx again
  3. I was waiting for the official release with red carpet and champagne, but I give it a shot
  4. Thx guys, no more such error I had already such function going now it is the canvas2D that doesn't load anything and send errors works on playground, and if I comment the canvas2D snippet it works... any idea? http://babylonjs-playground.com/#1MVIGI#8
  5. It seems to me that it is actually the case isn't it?
  6. Hello everyone and thank you all for babylonjs according to this console : there is a bug both library are the same version 2.5 Can it explain blank canvas from visual studio? The NuggetManager only provide 2.3... babylonjs but canvas2D at all Kind regards, But I may be wrong of course
  7. Hello everyone, Working on GUI, HUD and canvas2D technologies at the moment I was wondering if dat.guiVR was on his way to be incremented to babylonJS? It allows to add a z axe onto it Thx
  8. Hello every one, I try to reproduce some feature from http://babylonjs-playground.com/#1KYG17#1 and here I am http://babylonjs-playground.com/#1MVIGI#4 I cannot get my canvas2D to have some kind of billboardmode As you can see, I ended copy pasting most of the first playground properties into the second one with no result so far It seems that trackNodeBillboard expect a boolean according to babylonjs github but I may be wrong parenting the canvas2d to sphereM (biggerbox) does not follow the move, I don't know what I'm doing wrong Thanks to all of you
  9. Txs Wingnut but absolute css isn't what I'm looking for I explain : I want to do something like that as you can see when you zoom to the scene, the big box disappeared, showing smaller ones, A kind of panel like here I'd like to attach a panel to each one, like here, that whould show some json, and would appears only from the little boxes when these are visibled Voila A lot of work yet in poo (I mean POO of course ) of course ...! a long way Jessica
  10. Regarding the "<p>", I was doing some search and research It works quiet well actually Reading https://doc.babylonjs.com/extensions/bgui I wonder what they mean by but couldn't put my finger on it I would love to be able to do some html, angular, css and have it displayed in my canvas I do agree with you about javascript, babylonjs, and the people around it too... though I got some hard time to understand them...often I do know nothing about 3D, games, or very little about js but I jumped into it (got no choice abviously), enjoyed doing very quickly stuff at first but then happend to be quiet difficult.
  11. Thanks for the reply, Why cannot I do it it locally as i did with my previous babylon? So I must have to get my hands in visualstudio?
  12. @Dad72, Thx for your advice I edited the topic but regarding the playgroung the skull example works fine so how could I make myself understood?
  13. Hello every one, Thanks you fr your help, trying to import a mesh from blender to my scene but failed... Here's my code : var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh("", "scenes/", "untitled.babylon", scene, function (newMeshes) { // Set the target of the camera to the first imported mesh camera.target = newMeshes[0]; }); scene.registerBeforeRender(animate); var LinesRed = BABYLON.Mesh.CreateLines("LinesRed", [ new BABYLON.Vector3(boxRed.position.x, boxRed.position.y, boxRed.position.z), new BABYLON.Vector3(planeRed.position.x, planeRed.position.y, planeRed.position.z), ], scene); // Our built-in 'ground' shape. Params: name, width, depth, subdivs, scene var ground = BABYLON.Mesh.CreateGround("ground1", 15, 15, 5, scene); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); // Resize window.addEventListener("resize", function() { engine.resize(); }); }); At first I kept my previous light, camera and so on but nothing showed up I used the importmesh from teh playground, it appears on sandbox Do I have to delete the camera, light from blender and keep it on my code because i only want the mesh Here is the browser console Thank you all
  14. Thank you @arek3D but does it must work only once ? Got it ! just had to change alert to console.log cause it was bugging the window http://www.babylonjs-playground.com/#2DF4PZ#2