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  1. Didn't get you. Can you please elaborate "glTF version of it" means?
  2. Export as gltf

    Please check above thread. .babylon to .gltf serialization is working properly for me. Hope this will also help you
  3. @SinhNQ Thanks for quick reply. I could able to play simple bone, frame and linear animations. But looks like I have problem with complex animations. Wanted to share a .fbx model with you but allowed size is only 4.88 MB...
  4. @Deltakosh Thanks for warm welcome At this point of time I understood that BabylonJS doesn't support animations from separate file. Could you please let me know way to use animations from my .fbx file? What I have: I have got .fbx with animations I have configured 3ds Max babylon plugin and can convert .fbx to .babylon What is needed: Want to play animations from .babylon file programatically. Any playground link will help. Thanks
  5. How to use animations from Maya generated .anim file using BabylonJS. I have a 3D model and Maya generated .anim file. I would like to play different animations on some mesh click event of imported model in BabylonJS. Please suggest how can achieve this.
  6. @Deltakosh I tried hosting the files on some other server and created the playground but still facing the cross origin error. http://www.babylonjs-playground.com/#6MZV8R/#83 Request you to download files from below links and host them to your server and check the playground for issue.
  7. Hi @kcoley, Thanks for the update, appreciated. If you could let us know expected date of release that would be of great help.
  8. @Deltakosh Thanks for quick revert. Now server is configured to accept the cross origin requests. You have to also add CORS plugin for chrome as shown in the attached video. I have observed incorrect URL formation while accessing the bin and texture file. This could be the reason why model is not loading in playground. Could you please check why wrong URL is formed while accessing bin and texture file? (Please refer attached video recording.mp4)
  9. I could not able to load the gltf for my model but its getting loaded using babylon sandbox. I have created playground example for your referece. I have modified the existing babylon example available at (http://www.babylonjs-playground.com/#6MZV8R) Plyground for my model: http://www.babylonjs-playground.com/#6MZV8R#81 Please help me understanding why things are working with babylon sandbox and not on playground. Is there any babylonjs version difference for sandbox and playground. Following are the gltf files used for sandbox / playground (Could not able to attach file due to size limit but consider downloading from below urls) Note: While checking from sandbox, remove the text "" from image and bin file URLs
  10. @Deltakosh As I have transfered the serialized scene to server and saved to file, I could not simulate this behavior in playground. But I am providing all the required details below. I am using angular 4 for serialization abd below are the babylon package versions used. "babylonjs": "^3.2.0-alpha4", "babylonjs-serializers": "^3.2.0-alpha4", Import Statement: import * as SERIALIZERS from 'babylonjs-serializers'; Scene Loading Method: createScene() : BABYLON.Scene { // create a basic BJS Scene object this._scene = new BABYLON.Scene(this._engine); //Adding a light //let light = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), this._scene); let light1 = new BABYLON.HemisphericLight("hemiLight", new BABYLON.Vector3(0, 6.7849, -6.7849), this._scene); light1.setEnabled(true); light1.intensity=1; light1.diffuse = new BABYLON.Color3(1, 1, 1); light1.specular = new BABYLON.Color3(1, 1, 1); light1.groundColor = new BABYLON.Color3(0, 0, 0); let light2 = new BABYLON.PointLight("pointLight", new BABYLON.Vector3(0, 45.4121, -102.6933), this._scene); light2.setEnabled(true); light2.intensity=0.2; light2.diffuse = new BABYLON.Color3(1, 1, 1); light2.specular = new BABYLON.Color3(1, 1, 1); light2.direction = new BABYLON.Vector3(0, 0, 1); //Adding an Arc Rotate Camera let camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, BABYLON.Vector3.Zero(), this._scene); camera.attachControl(this._canvas, false); let skeleton; // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh(null, "assets/box/", "Anim-Earth-Cube.babylon", this._scene, function (newMeshes, particleSystems, skeletons) { // Set the target of the camera to the first imported mesh //console.log("Meshesh: " + newMeshes); }); this._scene.executeWhenReady( () => { this.serializeScene(); }); return this._scene; } Scene Serialization Method: serializeScene() : void { console.log("Start Serializing scene... "); // Serailize to GLTF let returnData : SERIALIZERS._GLTFData; returnData = SERIALIZERS.GLTF2Export.GLTF(this._scene, "assets/box/cube_texture.png"); // Serialize Scene to server <Code will go here> console.log("End Serializing scene... "); } I have observed that reference to cube_texture.png is not coming inside .gltf file after serialization. However when I tried exporting same model from Blender, I can see images section generated in the .gltf file as mentioned below. "images" : [ { "uri" : "cube_texture.png" } ], Attachments: simple_model.zip (Model used) serialized_gltf_bin_texture.zip (Files after serialization) Please share your views.
  11. Hi, I am trying to convert .babylon file to .gltf format using following method let returnData = SERIALIZERS.GLTF2Export.GLTF(this._scene, finalPath); returnData data gives me .bin and .gltf files Object. But the "texture" object is not present in .gltf data, due to which texture is not getting applied to the model. Please suggest on the same.
  12. Can anyone suggest any good Android native library and sample for loading .gltf model and its animations?
  13. @Deltakosh Thanks a lot for quick reply. I have researched more on .gltf format and looks like it is/will be supported on multiple cross platform technologies like iOS, Android, Web, Unity and many others. Is it the case that .gltf will going to be a globally acceptable format in 3D world in near future.
  14. First of all Thanks for creating such a nice 3D framework BabylonJS for web. Its really cool and I loved it like anything. My usecase is "To modify 3D model .babylon file from Web application and download it in Android app and render in native activity/view". Here, I can able to modify my 3D .babylon model from web however looks like currently no support available for 3D .babylon rendering in Android native. I can see third party android libraries to load 3D model formats like .dae, .fbx but not .babylon. If I could get any .babylon to .dae converter then my life will be easy. Expecting some help from Babylon community on this.