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  1. First, you've got another error before "Uncaught SyntaxError: Unexpected end of JSON input" (Uncaught ReferenceError: startup is not defined). This one is more likely the cause of renderer not starting. Second, the "Unexpected end of JSON input" refers to one of the resouces loaded not being valid JSON. Both "car1.babylon" and "plain1.babylon" seem to be fine, but manifest files are XML files instead of JSON, and that's probably linked to your server configuration (ISS maybe?). But errors with manifest should not prevent the scene from loading. So my guess is your problem originates with the first error about "startup" function not defined.
  2. Well actually, I do have a working proof of concept of "skinned instancing" in my fork of Babylon.js. I based the implementation on a "famous" nvidia's presentation. Basically, it works like this: Bake skeleton matrices into a RGBA texture Assign each instance two numbers: animationIndex and animationFrameOffset Send these two numbers as instanceData: (most hacky part - 16 attribute limit per instance i believe) // Replace the zeroes in the matrix with animation data ;) this._instancesData[offset+3] = instance._animationIndex; this._instancesData[offset+7] = instance._animationFrameOffset; In the vertex shader, use animationIndex and animationFrameOffset to lookup the skeleton matrices using texelFetch Fix the world matrix (by inserting zeroes where we inserted animationIndex and animationFrameOffset) Multiply the world matrix with skeleton matrices fetched from the texture in step 4. animationFrameOffset is incremented in registerBeforeRender for running animations per-instance. That's basically all that I needed to do. Of course, bear in mind that: not every animation-related functionality is supported, it is just a basic POC of independently animated instances, it only works on WebGL2 I'm happy to share the (ugly) code if you're interested or contribute the functionality to Babylon.js if the community wants to have this feature. But of course, my code only proves it should be doable and is far far from anything production-ready I'll also try to post a video of it later today.
  3. Wonderful, nice work will try soon
  4. @gryff thank you for checking out! I was able to get better result with hemispheric light. I've also tried with directional light in BJS, but got the same result as with "Sun" light in Blender (I guess the exporter converts "Sun" light into directional light anyway). So for now I've sticked with hemi light, however I still get a little bit darker areas in the lower parts of the terrain (which does not happen in your example image). Why would hemi and directional light produce such a different result? I've attached the Blender file and both textures in the attachment below if you find the time to check it out. Thanks! map_w_bridge.blend
  5. Hello I've modeled a simple terrain in Blender: - ground is a mesh which has been "lowered" in certain areas with Proportional editing tool - water is a simple plane I also have a "sun" light placed in the scene in Blender. I've checked "check collisions" and "freeze world matrix" in the Babylon properties for both ground and water. Now in Blender, all is good. But when I load the scene in BJS, I get the result attached in image (lowered ground areas get no lightning apparently). Can anybody point me towards the problem? Don't know whether its connected to lightning in BJS or is it Blender related. Thanks.