kcoley

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  1. Like
    kcoley got a reaction from Deltakosh in Apple Trackpad and the Arc Rotating Camera   
    @UeliUeli I just remembered that I had enabled three finger drag on my Mac, which also enables three finger panning with the ArcRotateCamera.  You can enable this in System Preferences > Accessibility > Mouse & Trackpad > Trackpad Options.

    Select "three finger drag" next to the "Enable dragging" dropdown and select the checkbox.

    Afterwards, panning should work.
  2. Like
    kcoley reacted to jerome in Timing animation to music   
    In this old demo, the particles are emited according to some theshold on some bass frequency in my memory : http://jerome.bousquie.fr/BJS/demos/spssound.html
  3. Thanks
    kcoley reacted to trevordev in AmmoJS support   
    Hey,
    AmmoJS physics plugin has been added to Babylon preview. It should work well with composite meshes which we've had trouble with in the past with other engines. Let me know if you find any issues or have any feedback.
    Note:
    Support for motors, soft bodies, other ammo specific features are not yet supported so yell if you need anything specific for your project.

    vid.mp4 Examples:
    Basic impostors: https://playground.babylonjs.com/#7149G4#31
    Loading mesh and colliders from file: https://playground.babylonjs.com/#66PS52
    Loading and adding colliders manually in Babylon: https://playground.babylonjs.com/#FD65RR
    Loading and adding collider with joints and pointer interactions: https://playground.babylonjs.com/#DGEP8N
    WebVR grabbing and throwing: https://playground.babylonjs.com/#ZNX043#1
     
    Docs: 
    https://doc.babylonjs.com/how_to/using_the_physics_engine
  4. Like
    kcoley got a reaction from ssaket in Babylon.js Team Blog   
    The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium.  Here is the link to the medium page.  We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
  5. Like
    kcoley got a reaction from PatrickRyan in Normal map shows faces   
    @JCPalmer  btw, do you have plans for supporting tangent space normal maps, or adding support for PBR with Blender 2.8?
  6. Like
    kcoley reacted to JohnK in Wikipedia   
    Back up and running again. Hope everything legit this time!
  7. Like
    kcoley got a reaction from inteja in Babylon.js Team Blog   
    The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium.  Here is the link to the medium page.  We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
  8. Like
    kcoley got a reaction from NasimiAsl in Babylon.js Team Blog   
    The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium.  Here is the link to the medium page.  We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
  9. Like
    kcoley got a reaction from Sebavan in Babylon.js Team Blog   
    The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium.  Here is the link to the medium page.  We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
  10. Like
    kcoley reacted to Sebavan in Exporting from 3dsMax error   
    I can not like anymore today but GG @kcoley 🙂
  11. Haha
    kcoley got a reaction from Sebavan in Exporting from 3dsMax error   
    @Sebavan sorry I was looking at the wrong issue.  @fdeng I'll keep investigating
  12. Like
    kcoley reacted to kenny__84 in Object always exports black 3dsmax gltf export   
    Okay so I have found what the problem was and it might be nice to include this in the docs somewhere I think.
    On a editable poly in the modifier tab, there is a section called Polygon: Vertex Colors, there are 3 setting there.
    If the Color and Illumination colors are black the model exports black, although it is in the right color everywhere.
    I have changed those to white and now it exports fine.
    Hope this helps anyone.
  13. Like
    kcoley reacted to hcmetal in Meshes From 3ds Max To Babylon Have Strange See-through Effects   
    @kcoley, just tried it out. It is working great, thanks!
  14. Thanks
    kcoley got a reaction from hcmetal in Meshes From 3ds Max To Babylon Have Strange See-through Effects   
    @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. Like
    kcoley reacted to Bladetrick in Material files for OBJ files   
    Hello and apologies, i do not have a playground for it.  I'll see if i can reproduce it with something i can put on a playground then get back to you
  16. Like
    kcoley got a reaction from Spankied in 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 }  
  17. Like
    kcoley got a reaction from Bladetrick in 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?
  18. Like
    kcoley reacted to nogalo in [SOLVED] - place mesh in the center of the camera view   
    Wow, thank you @kcoley for fast response. This is what I needed. Works perfectly. 

    Have a good one. Cheers
  19. Like
    kcoley got a reaction from nogalo in [SOLVED] - place mesh in the center of the camera view   
    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: 
     
  20. Like
    kcoley got a reaction from PatrickRyan in Meshes From 3ds Max To Babylon Have Strange See-through Effects   
    @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.
  21. Like
    kcoley got a reaction from freetoplay in Missing Node Issue 3D Studio Max   
    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!
  22. Like
    kcoley got a reaction from Deltakosh in Missing Node Issue 3D Studio Max   
    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!
  23. Thanks
    kcoley got a reaction from hcmetal in Calculate loading progress with assetsManager   
    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.
  24. Like
    kcoley reacted to JohnK in Failed to use CSG function to add a hole on a mesh created via CreateRibbon function   
    Hi @JZ7878 and welcome to the forum from me. The issue is the use of double sides for the ribbons. To ensure the normal directions for the sides are correct (ie point away from solid) to produce the 'solid looking' mesh you need to swap the order of some of your arrays. I have done this by using the reverse function but you could change the appropriate arrays by hand. The 'direction' of the ribbon will also affect how CSG works. So here is a cube made up of single sided ribbons in correct direction
    http://playground.babylonjs.com/#J4H6RF#3
    You can also remove the backface culling lines.
    I stuck to using a standard box as it was easier to experiment with just one 'ribbon cube'.  You can try the same approach with a 'ribbon hole maker' making sure normals will be correct.
  25. Like
    kcoley reacted to ramkrishna in Getting no light scene using scene serializer downloaded scene and no light mesh when cloning   
    @kcoley,
     
    Yes i can play downloaded .glb file on sandbox now.