bghgary

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About bghgary

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  1. bghgary

    Path all points animation

    Animations are intended to have a static set of keys. You might be able to create a queue of animations and then play them back to back as you add points to your path, but I'm not very sure if that's is any easier than just moving the object manually.
  2. bghgary

    Path all points animation

    The way the playground is currently set up, each call to 'heartFlight' will replace the previous animation and thus you only have the last animation. I've fixed it with the following playground, but I don't know if that's what you are trying to do since I removed the while loop. https://www.babylonjs-playground.com/#X0MDYG#1 Are you perhaps trying to trace a path while points are being added? If so, using animations may not be the right approach.
  3. This is a case that the code doesn't handle. I've filed an issue: https://github.com/BabylonJS/Babylon.js/issues/5579 In the meantime, you can do this a bit indirectly by using a blob with an object url. https://playground.babylonjs.com/#7F6S08#2 Note that your base64 encoded string was incorrect compared to the file you attached. I had to re-encoded the data.
  4. Either way. This is kind of a gray area since we don't know if it actually is a bug in Babylon or something with the Silk Browser or the drivers on the Fire.
  5. bghgary

    Gif Creation

    We don't track issues in the forums, so it needs to be on GitHub or this may get lost in the wind. I've filed it here: https://github.com/BabylonJS/Documentation/issues/1333
  6. bghgary

    Gif Creation

    Sure. Please file an issue at https://github.com/BabylonJS/Documentation or better yet, if you feel inclined, open a PR. 😅
  7. Sure. Ping if you find a way to repro the geometry issue with a playground.
  8. bghgary

    Gif Creation

    There is an extension that creates animated gifs, but I'm not sure what is the state of the code. Give it a shot if you are willing. https://github.com/BabylonJS/Extensions/tree/master/GIFExporter
  9. The extensions property is for supported file extensions and not any kind of extensibility mechanism. @tomph Can you explain your scenario?
  10. @Nodragem Can you go to http://webglreport.com/ on your device and post the results?
  11. bghgary

    Slowly turning camera

    The problem is that you've set up the animation to transition between two positions that are exact opposite of each other which will result in the animation interpolation jumping from one rotation to the other rotation in the middle. You can fix this by adding a new point and use tangents to smooth out the animation, but if you just need to rotate, then it might be better to animate the rotation value instead of lockedTarget. https://www.babylonjs-playground.com/#HI70D3#1
  12. If you can set this up in a playground, I can probably tweak it such that it is smaller.
  13. Higher specularPower does not imply that the material is metallic. In some cases it does, but in many other cases it doesn't. There isn't a foolproof way to determine without doing some fancy machine learning and even then it still might be wrong. The original author's intent of whether it is metallic or not is not captured using StandardMaterial. I'm confused by this statement. There is nothing in PBR materials that causes the glTF to be bigger. As you already found, the exporter converts the StandardMaterial to a PBR representation anyways.
  14. This is a FB issue. I'm not sure what we can do about that. The link you posted originally has both metallicFactor and roughnessFactor of 1.0 which probably explains the difference. I don't have much experience with Modo or how it exports glTF. Both GLTF2Export and 3dsMax exporter should be able to export with metallicFactor of 1 and roughnessFactor of 1 if it is configured to do so. I can help with that if needed. Yes, that is true. I suggested it because it sounded like you didn't want physically-based materials. If you can share your scenario, I might be able to come up with a better solution.
  15. I tried it earlier and the values that were exported looked correct to me, so I don't think there is an issue with the BabylonJS exporter. I didn't try to export using the 3dsMax exporter, so maybe there is an issue with that. That said, the darkest box representable by core glTF is not going to be totally black because the PBR metallic roughness model that we (the glTF working group) picked for glTF is not capable of representing it.