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gryff last won the day on December 20 2016

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About gryff

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  1. @Gugis : Ok now the fix for your issues The Transforms 1. Start a new Blender file. Hit Shift C to make sure the cursor is at 0,0,0. 2. Delete any default camera and light. 3. File->Append -> and navigate to your "mage.blend" file 4. Then choose "Object"->"MageBlue" 5. The "mage' will appear in the 3D window. In Front View - Ortho scroll out to see him all. 6, Select the rig/armature and Apply Location and Rotation and Scale. Then do this for the mesh. You should now see something like the First Image below. Note the size of the figure - huge - 200 units high. A Camera 1. Because of the size of the figure we need to add a camera that can see the figure. So Add->Camera 2. Then set its transform to the values in the Second Image below and the set the End Clip to 1000 ( or you will see nothing on export). 3. Add a hemi light too. IK Bones 1. Now the Ik bones I showed you in my previous post are doing nothing. So you have the option to delete them, set them up properly or do the following which will allow you to come back later and set up those bones. 2. Rename all of those bones eg: Elbow.R -> Elbow.IK.R, or FootIK.L to Foot.IK.L. 3. Now go to the Scene Properties tab and check the box that says ignore IK Bones.(Image 3) Now export from Blender to BJS. Ohh and save the file with a new name. Let me know how it goes. cheers, gryff PS : As for your file from Unity, I have no idea how it was created. Are the issues described above from the original modelling or because of the .fbx importer of Blender. The importer was created in Blender 2.72(I believe?) and works quite well with not rigged meshes. but I think there have been issues with rigged meshes. On the other hand, there are good paid assets out there - and some not so good. Who knows where the issue lies.?
  2. @Gugis : Well this is the start of fixing your file - identifying what is wrong. The IK Bones 1. The first image below has eight bones coloured purple. These seem to be an attempt to add IK functionality to the rig. 2. The four horizontal bones actually have "IK" in the bone name, and the four vertical bones (outside the mesh) seem to be "constraint" or "pole target" bones for a simple IK rig. 3. However, while they could be used as an IK rig, no constraints on other bones have been set up, and all of them are supposed to "deform" the mesh. IK bones do not deform the mesh - they move other bones! 4. If you don't need to animate using IK these bones are useless and will just clutter up your .babylon file. The Transforms 1. The second image below shows the differences in the transforms between the mesh and the rig. The scaling is massively different. In fact I can not remember seeing a mesh/rig with such huge differences 2. Looking at these huge differences, I can't help but feel that it looks like an attempt to cobble together a mesh and a rig someone had - not something modeled and rigged from scratch. And as you tried applying the transforms before export - you are obviously aware that this is one issue with your failed export. The Animations 1. The third image is a slightly different view. I have opened a "Dopesheet" window, then selected the "Action Editor" and looked at the actions available for the rig.There are two - "Armature" and "Staff" (left side of image). 2. With the rig selected, I chose the "Staff" action. the mesh and rig appeared to vanish. Hitting the "." key on the NumPad brought it back into view - upside down and much reduced in scale. 3. Playing the animation - nothing happens. So I tried to delete it - standard deletion methods do not work. It turns out that somehow this animation is in the NLA editor which since Blender 2.71 (?) protects from deleting animations. 4. I suspect that this animation is/was meant to somehow animate a staff held by the mage. There is no staff mesh and it seems like it is not needed. So it has to go. Ok - so hopefully this answers the question you asked in the title. A couple of hours and I will post again - a fix cheers, gryff
  3. @Gugis : Is this what you are trying to achieve? Monk If it is, I'll post more tomorrow - to explain. cheers, gryff
  4. @TomaszFurca : well looking at your Babylon image, I assume that maybe improving the shadows is one possible improvement you are looking for. I don't know how you are coding those shadows but take a look at this tutorial and playground If those are insufficient for improving the look of the scene, then you could bake the shadows into the terrain texture in Blender. But a question about that babylon scene. According to the debug windows, you have 71 total meshes but 202 draw calls. Why? cheers, gryff
  5. @JCPalmer; I read most of your posts - but I know if you are asking a question that there is a very good chance it will be beyond my abilities Not sure what you are planning here, but I have never liked hair creation with the particle system - all that "brushing" seems rather fussy cheers, gryff
  6. @giorfasolini I don't think this line of code will work: BABYLON.SceneLoader.ImportMesh("","Finalproject/", "apple1.obj", scene, function (meshes) For importing .obj files see this thread cheers, gryff :
  7. You could have worse Wingy - a hand cranked version Mind you, the Lovelace Foundation is no longer providing updates to the algorithms - so use at your own risk cheers, gryff
  8. There you go @V!nc3r : Jeff beat me to it cheers, gryff
  9. Agreed Jeff First thing I would do for such a scene is ask, "Do I need all those 2050 objects?". Then look at ways that they could be reduced and or instanced. Here is a scene I have been working on recently (not optimized for structure - trees growing out of rocks ): Wooded Terrain It has 378 meshes - most created with the hair particle system then CONVERTed to instances for export. According to the sandbox - maximum of 10 drawcalls There are 100 trees, ~175 rocks (3 materials/vertex types) and 50 little bushes + plus some other stuff If you look at this image @TomaszFurca posted : image, Is each blade of grass a separate mesh? There are ways to create grass with two crossed planes often used in games and Second Life. My first instinct would be to analyze the scene and look for efficiencies. cheers, gryff .
  10. @MackeyK24 : I'm curious to know the impact of scale and rotation differences of meshes and rig on the "spaghetti animations" - an issue we have been dealing with and Blender export since Dec. 2014. In the image below, you can see a free Mixamo rigged model (Zed with 66 bones) imported into Blender. You can see that there are scale and rotation values to line the rig up with the mesh. Attempting to animate this figure will lead to animation grief.- in fact the Blender Exporter will cancel the import of such a rig. Do you have these issues when exporting from Unity? cheers, gryff
  11. @TomaszFurca ; Hi Tomas, welcome to the BJS forum I'm not sure from the pictures what you mean by : "better quality of imported meshes" but perhaps I can help with The Blender Babylon Exporter (BBE) does not export particle systems. I assume you are creating trees using a "hair" particle system with a tree object that replaces the hair and perhaps you are using vertex groups/weight painting to place the trees in certain areas of a terrain only.. When you are satisfied with the trees and coverage of your terrain, go to the "Modifiers" tab (the little wrench/spanner), find the Particle system you are using for the trees and press the CONVERT button. This converts the system to actual meshes - actually "duplicate linked meshes" - which will be exported in the .babylon file as "instances" which will be quite efficient in your BJS scene. Hope that helps with the trees cheers, gryff
  12. Shape keys finally arriving !! cheers, gryff
  13. Sorry for the slow response @ema9 - I've been confined to bed fighting a major health issue Anyway, I took a look at your file - and the mesh is good - but there are all kinds of issues. I will try to list them : 1. The .blend file contains a rig and 14 meshes attached to that rig. In addition there are at least 4 other meshes - "tools - shovel, scythe etc." not attached directly to that rig. 2. There is one animation (400 + frames) that drives the rig: "Action". However, these 18 meshes seem to have their own animations independent of the rig - named "" - each also 400 frames. 3. Fourteen of these mesh "animations" ( the meshes attached to the rig) make use of Blender's NLA Editor - which the exporter does know about and are likely to cause issues. 4. One of the meshes parented to the rig is "Bandolera" and it acts as a parent to 6 of the other meshes parented to the rig. I don't think that the exporter is going to handle that. 5. The rig and all the meshes also have transformation differences - which would need fixing before a successful export. I'm sure it is possible to clean this all up - but it will take work, and you would probably have to re-create the Action file for the rig. It is also a very old .blend file (Blender 2.49) so you maybe better off finding another rigged mesh to use. Sorry for the bad news cheers, gryff
  14. Sorry for the slow response - I've been confined to bed fighting a major health issue for over a week I took a look at both the .babylon file that @Wingnut used and the one that @Nesh108 posted above - both seem to have been produced with an old version of the Blender Babylon Exporter The current up-to-date exporter will produce something like this as a first line: {"producer":{"name":"Blender","version":"2.76 (sub 0)","exporter_version":"5.2.0","file":"filename.babylon"}, The "Goku" files that I looked at do not have this line. However, they do have "light" and "camera" arrays right at the top of the file - which with the latest version of the BBE are now found at the end of the file. The files also have a large "vertex" array - so I have no idea why @Wingnut's test produces 0 for total verts. First suggestion - update the Exporter and try re-exporting the mesh. If that fails, please can you post your .blend file @Nesh108 , so I can look for other file issues @Deltakosh and @Wingnut: the words of Erasmus about the "one-eyed man" spring to mind. cheers, gryff
  15. OK @ema9 - then I need to look at your .blend file. Can you please post it somewhere? Don't worry about the english - this forum has people from all over the world. If people don't understand something they will ask cheers, gryff