Zim

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  1. In french you cannot remove the article "le". If you want, you can send the whole context in which the sentence is found so that we can adjust our translations.
  2. Hi JC, thanks for the tip and your time making a screenshot ! Unfortunately, it does not solve my problem. As an alternative to the cubic bounding box, using empty axes as parent also works (wheels keep their shape), but it cannot apply physics to it. Since modelling a car with animated wheels is something essentially common, there are probably good practices that I could refer to, if you know any? I find out this futuristic car which behaves as expected, but I can't figure out what differed in the modelling process. I wish the author made time-lapse videos rather than WIP...
  3. Hi, French would be: "Maintenez le bouton pendant 3 secondes"
  4. My mistake, I haven't already familiarized myself with the 3D modelling vocabulary. Wheels are subparts (children) of the bounding box objet. But there are only two depth levels (the parent box and all the vehicle parts which are its children).
  5. Hello everyone! I've been strugoogling with the following behavior I get importing a Blender model into Babylon, which it is still about importing a LDraw model (see my previous and first thread), and I still don't know whether it's a problem with Blender, BJS or Cannon.js. In Blender, on my imported LDraw vehicle model, I set an origin on each geometrical wheel center in order to be able to make them rotate along the x axis (when the vehicle is moving forward or backwards) and along the y axis (for the steering). Then, I create a wired cube with the same origin as the origin of all the vehicle parts (except the wheels which has been changed) - which roughly corresponds to the geometric center of the vehicle. This cube is meant to be the vehicle's bounding box. So I resize it to fit the vehicle, and make all other parts children of it. On load in BJS, I set the cube's visibility to false, set a BoxImpostor on it, and everything look fine: the vehicle is visible and stays successfully on the ground. The problem is when pressing the directional controls to make the wheels rotate, they become squeezed (they are no more "round" (oval section instead of circular section)). I noticed that when the wheel are squeezed (when they are set a rotation value along any axis), their bounding box actually get the shape of the vehicle bounding box (which is the parent of every meshes). Consequently, when I create a cubic instead of a cuboid vehicle bounding box in Blender (the surplus volume being put above the vehicle), the wheels behave as expected and run smoothly (but the vehicle bounding box is far too big!) Does anyone know what is happening? Is it an expected behavior and the mistake is mine? Any help will be greatly appreciated! Kind regards, Zim
  6. I got some help and the object I was looking for in Blender is the empty object. However it does not work as expected regarding physics: I expected the empty object - which is set as parent of all meshes - to be able to handle the physics impostor on its own, but it does not. A simple workaround is not using any empty object and setting programmatically the [1...n] meshes as children of the mesh 0 (which in this case is a simple Lego plate assimilated to the car frame) on load. By doing so, the physics seem at first sight ok, but I don't know why (compared to the empty object setup). Can anybody give an explanation? Also, the third case of my first post: was working because the script joins all the meshes. But I would then be impossible to keep reference to wheels and animate them.
  7. Hi everyone! Newbie to 3D game development here (but not in general programming), and Babylon.js enthusiast For my project, I want to import Lego models in a Babylon scene. I'm working in a Linux environment and the models are created with LeoCAD. Actually, I manage to import successfully the models, but I do observe inconsistent results regarding physics (using Cannon.js) depending on the conversions pathway used: raw LDraw model ⇨ imported as LDraw model in Blender ⇨ exported as .babylon no physics, the model goes through the ground. LDraw model exported as .3DS in LeoCAD ⇨ imported as .3DS in Blender ⇨ exported as .babylon physics OK but each submesh is handled separately (moving a mesh moves only this one). I tried then to use: BABYLON.Mesh.MergeMeshes but the colors are of course lost. LDdraw model exported as .3DS in LeoCAD ⇨ exported as .blend file with LDraw utility scripts ⇨ opened in Blender ⇨ exported as .babylon physics OK and model appears as a single mesh ✓ So far so good, the single mesh is very convenient for positioning. The problem is I want to be able to target submeshes (eg. wheels in a car model). So, this is more of a Blender question, but how could I import a model with a parent mesh that would allow me to handle to whole model, still having references to submeshes in order to animate them (for example)? Please let me know if you need extra information or clarification (my english is made in France :-s) Many thanks in advance! -- Zim Note: I've tried every combination of exports/imports, using Wavefront format, COLLADA, glTF - as far as I remember I always had physics issues.