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JCPalmer last won the day on March 5

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About JCPalmer

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  1. I saw somewhere that there was a work around for video on Android, if you can make sense of this code which is for cameras.
  2. What I would do is create a couple of shapekeys by hand, not for every frame. These keys would be like the max of a "dress swish". Then animate the amount of the morph to apply. I thought I said this before. Making a shape key is not that hard. Create be basis Create a key Have the key selected rather than Basis & go into edit mode. Grab / move the faces to where you want if the shape key was fully applied.
  3. Though it seems a little insane to be checking this at run time, it would work. Better to just check the export log file. Coming from Blender, there can be more than one blender action exported for a mesh. They will all be in the animations property. Blender also exports BABYLON.AnimationRanges. These hold the start-stop frames of each Blender action. That solves you needing to know which frames anything is in. You just start the range by name: mesh.beginAnimation("Action", true); Note: When more than one object in the .blend has actions, you must give names to the actions in the format 'objectname-action' so the exporter can figure out which action goes to which object. Blender actions are not owned by a specific mesh in their API.
  4. .babylon Model Library

    Out of curiosity, what does the producer tag in the .babylon file say the version of Blender & exporter being used (first line of file). This is the real pay off of adding the producer tag @Deltakosh. If there is no producer tag, then it is either very old or they manually remove it.
  5. There is a callback for texture load, but not available when coming from a .babylon. It is specified in the BABYLON.Texture constructor. An isReady or polling is less desirable, but the ultimate is checking this for the mesh you have in mind. Loading the texture is not the final step anyway. It is the compiling of the shader that uses it.
  6. Looked at your .blend. Not exactly the same as your GIF. One thing you might try, not using an empty, is setting the origin of the child to that of the parent. It fixes things for me to have all children having the same origin as the parent, though I am using an armature. Maybe handles this too. Select the parent Move parent to 0,0,0 (not really required, but recommended, since vertices will be smaller so .babylon smaller) Move cursor to selected {Shift-S, then pick "Cursor to Selected"} Select a child, and move origin of all vertices {Shift-Ctrl-Alt-C, then pick "Origin to 3D Cursor"} Parent child to parent
  7. Why don't use `` ?

    Reference should all be to BABYLON.Now., if available uses more precision than getTime().
  8. Performance under Unbuntu and Chrome

    I gave up trying to do that & I had separate drives. Newer motherboards BIOS'es can make that really difficult. Wouldn't even think about using the same drive for both. Kind of a nightmare.
  9. iOS Cordova sound issues

    This sounds like Bug territory. maybe see Edit: Never mind, bug was fixed
  10. iOS Cordova sound issues

    One thing I am pretty sure works is converting to inline Javascript with a Base64 encoded audio buffer. The decoding in the Javascript is very minor, but built into the QI extension to reduce amount of code generated. I have a page which will either record off mic or bring in files for conversion. When using the mp3 decoder to bring in files, they will be sampled at the highest rate your desktop hardware supports, even if lower in the actual .mp3 file. You can down sample when writing script to reverse this. You would no longer be at the mercy of the platform. At times that can be a very good idea.
  11. Blender Babylon Exporter no Properties?

    Ah, sorry the commented out switch is actually a way to force baking not the other way around. If UV's are present, they are always exported ( up to 2). You probably do not want placeholders for materials, since they are going to compile to shaders. You might just delete the materials, but make sure there is a least one slot or an error results. Then build and assign them in BJS. You can also just switch to the internal render, which does not bake unless you have a procedural texture.
  12. Blender Babylon Exporter no Properties?

    This window is not in the export properties. It is in the seldom used Scene tab of properties. The reason is so that these settings can be saved in the .blend file. This way, if you are exporting over and over during development, you do not need to fill out things every time. As far as no baking, there is a switch in the source code you have to un-comment in This is not really supported. It is a left-over from development that I did not want to delete.
  13. Babyblon and Blender anim issue

    The warnings alone are not enough without the whole log file. The camera warning is not important, but the other 2 suggest your mesh needs TLC. You being a newbie did not make this, right? Fixing peoples stuff they got off the internet is not something I do. Assuming you did nothing, you have 1500 vertices exceeding 8 influencers. This is a lot, & probably the reason . When people put stuff on Blendswap & other sites, they sometimes tend to massively over smooth resulting in way too many vertices, poorly polish armature weights, & make huge texture files. If the stuff goes through, it consumes massive webgl resources. FYI, if your skeleton has more than 60 bones, you are in trouble in webgl. Your faces with no area, can probably be cleaned up by removing duplicate vertices, in edit mode. You really need to invest in some time on YouTube learning more about Blender, to be honest. For your problem concentrate on weight painting, or possibly just delete the armature modifier on the mesh, then re-parent the mesh to the armature / selecting automatic weights & see what exports.
  14. Could not the # of texture collisions be reduced also by doing a one time sort of meshes by material, after all created? Even for meshes with multi-materials, slots re-use would also be helped, if they were ordered together. This assumes you are sharing materials across meshes already. You should probably check the source code of your exporter, or do a google search like '3ds max share materials'.
  15. Convert .babylon to .dae?

    The Blender glTF importer is very rudimentory at the moment. I was looking into it for exporting from Make Human to Blender about a month ago. The Khronos effort is exporting from Blender, not the reverse.