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renjianfeng last won the day on August 6 2017

renjianfeng had the most liked content!

About renjianfeng

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  • Birthday January 13

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    China Hangzhou
  1. Question objfileloader Multimaterial

    I believe this is not the responsibility of Babylon, it may be the error of the model file.I'm working on it.
  2. Question objfileloader Multimaterial

    Yes, but all the models currently are in.obj format, and the number is very large. I can only use a method that can be used in batches.
  3. I tried to import the obj file, and obj contained a number of posts, but in babylonjs, it seemed that each child's map was replaced with the last one. I looked at the console, and the network window shows these stickers loaded. Here's the demo: The correct effect should be: blender: threejs: babylonjs:(The wrong)
  4. About ImportMesh?

    I think I found the reason, because I used objloader, so I need to set this property: BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; Thank you very much!
  5. Third-person shooter demo.

    This is a third-person shooter demo. If you like it, please give me stat. It USES babylonjs, such as ArcRotateCamera. github:
  6. About ImportMesh?

    Hi ! I want to move a project from three to babylonjs, and I have the following problems. The material of the model is shown correctly in threejs and 3dsmax, only in babylonjs.
  7. What's next?

    Hi! I now know that you can freeze dynamic shadows with this setup. shadowGenerator.getShadowMap().refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; However, there are still a few movable objects in my scene, can you add a similar one in the future, such as mesh. ShadowRefreshRate=60 setting, to set the shadow matrix calculation of some mesh.
  8. Hi,That's my advice. Babylon.js v3.1 introduced a new feature: Occlusion Queries. Occlusion Queries detect whether a Mesh is visible in the current scene or not, and based on that the Mesh get drawn or not. Occlusion Queries is useful when you have an expensive object on the scene and you want to make sure that it will get drawn if it is visible to the camera and it is not behind any opaque object. BabylonJs provides an implementation for Occlusion Queries using property occlusionType in AbstractMesh Class Doc: And: Optimize your scene: Optimize Your Scene with Octrees: Use SceneOptimizer:
  9. HI,I have a scene where I need to create a lot of environment maps, so I used Reflection Probes, and after the mesh and material are ready, do the following: probe.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; This works especially well. My question is, I have much more special mesh in the scene, if every time I go to use reflection probes, will extend its load time, so, I want to keep reflected probe the face of the six cubes into images.
  10. Supplement: It has not been completed yet, and there are many known bugs, such as unlimited bullets and ineffectual melee attacks.
  11. Hello, I'm back, this is a new version of the demo I implemented, and you can see it in the babylonjs engine. github: Technical details: Babylon-navigation-mesh: babylonjs: video: A previous demonstration:
  12. Hello, everyone! I want to use babylonjs to develop a game, but it requires a lot of modeling and animation, and I want to implement it in the following way. I have these files below: 1.A model file (including skeleton and model, but no animation); 2.Multiple skeletal animation files (including bones and animation, but no model); This problem does not exist when I merge the model and the skeleton into a single file, but in such a way it is necessary to re-modify all the model files every time you add a skeleton action. So, I want to control the different actions of the model through multiple skeletal animation files. What can be done to load the model and skeleton separately, and then control the action of the model through a specific skeleton animation file?
  13. ImportMesh ERROR

    Goood!You're awesome!
  14. ImportMesh ERROR
  15. ImportMesh ERROR

    I tried to import a model through ImportMesh, and it made an error in the console, and mesh disappeared at some part of the camera. url: