kcoley

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Everything posted by kcoley

  1. @fdeng the link does not seem to work for me due to access permissions, but you can upload the file to my DropBox file request here: https://www.dropbox.com/request/pesebiaItQ1tC3gFmpeK
  2. kcoley

    Maya to GLTF - Environment Map

    Hi @oschakravarthi is there a specific glTF extension you are looking for here?: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0 Environment maps are not part of core glTF 2.0, but there is an ongoing discussion about supporting an extension for it on this thread: https://github.com/KhronosGroup/glTF/issues/946
  3. Hi @fdeng do you have a sample scene which is hitting this error?
  4. @fdeng I took a quick read-through and one thing that seems to be missing is adding the submesh to the your handledMesh array: Something like this: handledMesh.subMeshes.push(submesh); This playground may be a good reference in getting MultiMaterials to work with multiple submeshes if you haven't seen this one yet. https://www.babylonjs-playground.com/#28EUMN#21 Let me know if that helps.
  5. @fdeng, gotcha, multiple submeshes makes sense. I'll take a look at your version.
  6. Hi @fdeng. Unfortunately, multi-materials on a single mesh is currently not supported in Babylon.js. The current way to get the obj to load would be to create multiple meshes with different material assignments.
  7. kcoley

    How to change blend equation?

    @leht gotcha, you can probably call setAlphaEquationParameters with an onBindObservable call on the material: let mat = new BABYLON.StandardMaterial("standard", scene); mat.onBindObservable = function() { engine.setAlphaEquationParameters(...); // pass parameters here }
  8. kcoley

    Multi View Screenshots?

    Hi @iamnick. Are you wanting to make a screenshot from your whole canvas? You can try converting it to a dataurl: let dataURL = engine.getRenderingCanvas().toDataURL(); console.log(dataURL); I believe the issue you are hitting is because the top right field may be the last activeCamera set, so is treated as the scene active camera.
  9. Hi @nogalo welcome to the forum! If you want to move the object towards the center of the camera view, you can try calculating a position from the camera position added to a scaled camera forward vector, like this playground: http://playground.babylonjs.com/#BIYF2R#2 You of course would have to take into account distance from walls, etc. As for trigger volumes, @aWeirdo had a good suggestion in this issue if it works for you:
  10. kcoley

    How to change blend equation?

    Hello @leht, is this doc useful?: https://doc.babylonjs.com/how_to/how_to_use_blend_modes
  11. kcoley

    Can't load controller meshes in VR Playground

    Pinging @trevordev
  12. kcoley

    Material files for OBJ files

    Hi @Bladetrick are you having issues with the mtl file from the exporter? Do you have a sample playground that repros your issue?
  13. Hi @kenny__84 it looks like the glTF file you provided is valid. Though this may be an issue with three.js not able to handle channel 1 of texture coordinates. Perhaps you can flag this issue with them?
  14. @hcmetal turns out I was able to add a custom attribute to the materials to allow toggling AlphaTest during export. I just pushed an update to the 3ds Max exporter which supports this. Feel free to give it a try. To enable the alpha test toggle, you will have to set a "babylonAlphaTest" boolean custom attribute on your materials. Setting this to true will enable alpha test mode. You can use this script for reference: https://github.com/BabylonJS/Exporters/blob/master/3ds%20Max/MaxScripts/BabylonMaterialAttributes.ms Let me know if you have questions on this.
  15. Hi @kenny__84 do you have a sample glTF file or Max scene? Btw, glTF maps from index 0, so 0 is considered channel 1, and 1 is considered channel 2.
  16. Hi @freetoplay. The missing node warning means that there is a node in the glTF file that is not used. In this case, it is caused by a default ambient light created in the 3ds Max exporter, which is not supported in glTF. The way the exporter was authored, it writes out a glTF node, and then checks to see what kind of node it is. Ideally, it should do the reverse: check the type of node and specify if it should be written to the file or not. In either case, this isn't an error so the file should work, though I plan on refactoring that code to make it do the reverse. This will take some work since I would have to rewrite a few functions, but shouldn't be too difficult. Let me know if you have questions on this!
  17. @fateriddle do you have a sample playground?
  18. Hi @hcmetal. The assetsManager updates onProgress based on the number of remaining tasks, not necessarily on all the assets associated with a mesh. When loading multiple meshes, it may not know how many textures or submeshes are associated with it until it gets to the task. Though you may be able to query the number of meshes and materials present and use that in calculating your update, this wouldn't really handle file size, number of textures, etc. unless you already know how many textures and files you are expecting to load and can compare against that number.
  19. Hi @hcmetal. I originally tried to author a custom attribute on the textures so you can specify which uses alpha mask or alpha blend, but unfortunately, 3ds Max would not allow me to do this. So we are going to try to create a custom Babylon.js node that can be used in junction with material in the scene to give you the option to set these properties if it works.
  20. @ramkrishna no problem! Btw, the sandbox bug should be fixed now.
  21. Hi @freetoplay. Did you unblock your dlls based on these docs: https://doc.babylonjs.com/resources/3dsmax#how-to-install-the-3ds-max-plugin
  22. kcoley

    Basic infinite scroller game

    Hi @Tomm Huth , this seems to be related to cannon.js and collisions since it's physics related. You can probably post an issue on their GitHub page (https://github.com/schteppe/cannon.js) explaining what you are trying to do and someone there may be able to help with the parameters.
  23. Hi @ramkrishna. 2. The error is currently a bug in sandbox, which has been flagged here: https://github.com/BabylonJS/Babylon.js/issues/5360 3. You can trigger an event where you serialize your scene to gltf or glb based on the docs here: https://doc.babylonjs.com/extensions/gltfexporter Something like this: BABYLON.GLTF2Export.GLBAsync(scene, "fileName").then(function(glb) { glb.downloadFiles(); }); Let me know if have further questions on this.
  24. kcoley

    How to make a map

    Hi @Rob G, did you say you tried BoxImpostor? It seems to handle better with the way your playground is setup vs using the MeshImpostor: http://www.babylonjs-playground.com/#W1G7H1#2 .
  25. kcoley

    loading screen with a video

    Hi @Buzul . Have you seen these docs on creating custom loading screens?: http://www.babylonjs-playground.com/#1WXS3J Here is a sample playground that uses a custom scene loader: http://www.babylonjs-playground.com/#1WXS3J You can implement a function in displayLoadingUI that implements a video texture.