kcoley

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About kcoley

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  1. kcoley

    Filesize after OBJ-Export

    Hi @MrGroove sorry I missed this issue. Do you have a sample obj file that demos the issue?
  2. @freetoplay I stand corrected! @MarianG 's playground shows how you can take a snapshot with alpha set to 0 and download the image from the browser. Note you will have to use "BABYLON.Tools.CreateScreenshotUsingRenderTarget" instead of "BABYLON.Tools.CreateScreenshot".
  3. @freetoplay using a regular browser pre-multiplies the canvas alpha value, so alpha of 0 wouldn't work. You can kind of get something to work by setting the background scene alpha color to 0.1: http://playground.babylonjs.com/#96MDYB though this could be problematic if your mesh has alpha values. To get true transparency you would probably want to try using PHP as @Dad72 mentioned.
  4. kcoley

    Updating Bone Transform Matrices

    Hi @mkadirtan! Usually an underscore '_' in front of a variable name is something that should not be used publicly. Though you can try moving all of the skeleton animations to an AnimationGroup. That way you can call .goToFrame(frameNumber) to go to the frame you want. Here is an example playground: http://playground.babylonjs.com/#6A4VD7#3
  5. kcoley

    Ribbon Texturing

    Hi @gerard1290. Do you have a sample playground that demos your issue?
  6. kcoley

    Babylon animation vs animationClip

    Hi @MadnessOfMadara. An animationClip in Babylon.js is an AnimationGroup. This allows you to have a set of animations that are separated from a mesh. The advantage of this is that you can apply the animation group to multiple meshes. You would have to make sure that the properties that the animation group targets are available on the mesh. The other advantage of an AnimationGroup is that collections of animations can be played simultaneously, and you can specify the range to play the animations. You can also apply animations directly to the mesh, but you lose the flexibility of sharing the same animations to other meshes. Plus you would have to rely on the scene to play all the animations. Though this is fine as long as you do not need to share animations. Here is a sample playground: http://playground.babylonjs.com/#HLZYVM#1
  7. kcoley

    About creating dynamic avatars

    @dsman you may be able to bake the cloth animation using a DCC application (e.g. Blender) and bring it into Babylon using glTF if you have a consistent character animation, similar to the Fabric Motion demo you mentioned. But if you want the cloth to react dynamically to character movement, it may be trickier to implement in a stable way. You may be able to start with the cloth animation that @trevordev referred to, but getting the animation you want could be a considerable investment.
  8. @Adrian3D it took much longer than expected, but you should now be able to serialize uScale, vScale, and other texture transform properties to glTF. The original texture will be modified on serialization. Let me know if that works for you.
  9. kcoley

    OBJExport confusion

    Hi @babbleon. After further investigation, the issue is because the OBJ format has no notion of "handed-ness", so the geometry written to the file assumes the handedness of the BabylonJS scene. Depending on where the generated OBJ file will be loaded, you may need to do a handedness conversion on the positions. Loading the OBJ file back in BabylonJS requires no change. Negating the scale should work if you are going to Blender or Maya, though you may need to do a different conversion if going to a different application with another handedness convention such as Unreal or Unity, etc.
  10. kcoley

    OBJExport confusion

    Hi @babbleon sorry for the delay, but just getting to this. It looks like an issue where the z scale is inverted when exporting with the obj serializer. I am working on a fix, but in the meantime, a workaround you can do is to multiply the scaling on z to -1. i.e. meshes[0].scalling.z *= -1;
  11. kcoley

    OBJExport confusion

    Hi @babbleon! Looking at the obj file, I am able to confirm that the monkey is facing the opposite direction of the text. I will look into the obj exporter and investigate. In the meantime, if a potential option that you can use, the glTF exporter in Babylon seems to export as expected.
  12. @Adrian3D fyi, I am implementing the KHR_texture_transform with fallback behavior to handle your use case of scaling the v parameter, though implementing the architecture for extensions in the exporter took a bit of time. I should be ready for a PR within a day or two.
  13. Hi @Adrian3D! Currently the glTF exporter does not look at the vScale property, but I'll add that feature in. I plan on having it implemented by the end of the week.
  14. Hi @kenny__84! I am currently at SIGGRAPH, but I can look into this issue when I get back, unless @noalak has any ideas.
  15. Hi @Adrian3D, the change has been merged to master. It turned out to be a behavior with the browsers, where Chrome replaced the slashes with underscores, whereas Edge tried to keep the original slashes but had issues actually downloading the textures. To make the export behavior consistent, I changed all slashes and dots to underscores.