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  1. Cytexx

    Load ".babylon"-Scene on an AR-Marker

    A Hiro-Marker or smthing like that. I just got a complete scene with lighting, textures and animations and i would like to display that. I already got an idea of how to make that whole thing happen with a simple .fbx or similiar but I'm just not sure if its possible in general to load a complete scene?
  2. Hey, sorry if all of my newb questions maybe annoy, but I was asking my-self if it is possible to load a .babylon scene file on a AR-Marker? I could not find any approach of doing that and I can't really wrap my head around how to start. Would be nice if someone could offer me a nice approach to start from
  3. Ok, it was just my stupidity because the Mesh had not the right scaling and no deleted history within Maya. But after that I uploaded my whole thing on our server and it blew up again. Somehow the overall world-matrix seems to be different. On my local network it runs correctly as described above, but after the upload on the server it looks like this:
  4. Hey, sorry for the late reply couldn't get access to my data because i was not in office. I can't reproduce the issue on the playground because I use custom models and it seems to be a general problem in my code or smthing like this. I can provide those screenshots: And an example from my code: var bottom = newScene.getMeshByName('bottom'); var rightSink = newScene.getMeshByName('rightSink'); var leftSink = newScene.getMeshByName('leftSink'); var originalPositions = bottom.getVerticesData(BABYLON.VertexBuffer.PositionKind); var outerFace = [0, 3, 6, 9, 18, 21, 30, 33, 42, 45, 54, 57]; var innerFace = [12, 15, 24, 27, 36, 39, 48, 51]; for(var i = 0; i < 24; i++){ var actualPosBottom = new BABYLON.Vector3(originalPositions[i*3]*value, originalPositions[i*3+1]*value, originalPositions[i*3+2]*value); if( (i+3) % 3 == 0){ var positionsRightedge = rightSink.getVerticesData(BABYLON.VertexBuffer.PositionKind); for(var q = 0; q < outerFace.length; q++){ positionsRightedge[outerFace[q]] = -actualPosBottom.x; } rightSink.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsRightedge); var positionsLeftedge = leftSink.getVerticesData(BABYLON.VertexBuffer.PositionKind); for(var q = 0; q < outerFace.length; q++){ positionsLeftedge[outerFace[q]] = actualPosBottom.x; } leftSink.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsLeftedge); } }
  5. Hey Folks, I'm pretty new to Babylon JS so don't be too rude. In a project I'm currently working on, I stumbled over the problem, that my Code doesn't seem to run correctly in any other Browser than Chrome. The initial positioning is fine. But then I reposition vertices with: var positionsRightedge = rightSink.getVerticesData(BABYLON.VertexBuffer.PositionKind); for(var q = 0; q < innerFace.length; q++){ positionsRightedge[innerFace[q]] = 0.5; } rightSink.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsRightedge); And the outcome isn't the desired one. Is there maybe a difference in World-Space-Calculation across the browsers or anything like this? If more code or examples are needed I will provide them. Hope someone recognizes the problem and can help :) Best regards, Cytexx