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Everything posted by adam

  1. Here is one way to do it: another:
  2. What could be wrong? The sphere is not following the tube. How about providing the link to the PG?
  3. I'm not sure if there is anything you can do for this. It appears to be an FF warning - not an error.
  4. I think if you edit your original post you can add [Solved] to the title.
  5. var worldPathPosition = BABYLON.Vector3.TransformCoordinates(localPathPosition, mesh.getWorldMatrix());
  6. You need to convert it to a flat shaded mesh.
  7. edit: pickedPoint is incorrect, though I added updateCoordinateHeights:
  8. I just want to make sure you realize you don't need to use that makeParent function. You can do this:
  9. You can do this by creating an updatable ground mesh:
  10. solved

    You would have had a faster response time if your PG was more focused. I had to delete some unnecessary code that was causing some errors. This PG demonstrates your issue: There appears to be a bug in BJS when setting euler rotation when using a physics in imposter. For now, set rotationQuaternion:
  11. You can use setParent or addChild for this: with keepWorldPositionRotation set to true.
  12. The error I'm seeing in FF is: Error: WebGL: texImage2D: Conversion requires pixel reformatting. Found this in FF code:
  13. I got the font to load here: There was a breaking change that changed the constructor:
  14. solved

    function degreesToRadians(degrees){ var radians = degrees * Math.PI / 180; return radians; }
  15. Another PG that could help: I got that from this thread:
  16. This PG might be helpful:
  17. I used this to convert your code so that it would work in the PG. I made a couple of changes that might be helpful.
  18. It's not visible because the points of the line are on top of each other. Here is an example of using the RayHelper with a camera:
  19. Calling updateFacetData updates the normals:
  20. Here it is with the showNormals function that Jerome suggested:
  21. Hi @Wingnut, I can't take credit for that showNormals function.
  22. You can use jsfiddle to recreate the issue:
  23. I through in that last attachToBone example because it isn't entirely clear to me what you're trying to do. Anyway, you need to get the vertex position relative to the bone it is being influenced by. You should do this before your animation starts. I'd use bone.getLocalPositionFromAbsolute using the world position of the vertex. Then you can use the code in the example above to track the vertex. It might not be perfect because vertices are often influenced by more than one bone.
  24. Here are 3 different ways to attach a mesh to a bone: