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Found 391 results

  1. Hi there, I am a total noob when it comes to Babylon but I am trying my best here :D. I cannot find an example of how to make an imported mesh (using BABYLON.SceneLoader.ImportMesh )transparent. I have played around with couple of examples with spheres and changing their alpha and sphere that have a texture assigned to them and then changing it to be transparent, but how does one do this when the file that you are loading using the importMesh is a Babylon file with all the textures, when I use mesh.material.alpha = 0.5, it makes the material transparent but the texture just goes white, I cannot see through it to the mesh behind it.
  2. Hello, BabylonJS is fantasic. Thank you mr @Deltakosh and mr @davrous. Research: Augmented Reality making rapid advancements this year. GIS AR, Multi-Marker AR, TableTop AR - 3D on flat surfaces... Happening fast. Babylon is my 3D home. So I must ask: Is AR porting a priority for upcoming versions of BabylonJS. And if not, can it be? I looked at wishlist and roadmap. Found milestone/5 with no mention of AR: https://github.com/BabylonJS/Babylon.js/milestone/5 Here is link with history I'd follow: https://uploadvr.com/ar-js-efficient-augmented-reality-for-the-web/ Seems to be lineage of successful AR examples: https://github.com/opencv/opencv_contrib/tree/master/modules/aruco https://github.com/artoolkit/jsartoolkit5 https://github.com/jeromeetienne/ar.js For AR -> Babylon is most promising to me. How would one go about such a feature? Thanks,
  3. Hi, I'm building a crowd simulation (using Aggregate Dynamics for Dense Crowd Simulation, if it meters) and as for now I have 100 moving agents and one target in the middle. What I'm trying to do is to create a heatmap so I can see and analyze which paths are the most common for them to use, any ideas how to do it with Babylon? I'm quite new to it, this is my first project using Babylon, maybe there are some build in tools for that purposes? Tried to google it but no success. Thanks for any kind of advice!
  4. Hi) I use this example https://www.babylonjs-playground.com/#72C7CT#3. But in this example we have all trajectory in first step. I tried to change this example for my question: https://www.babylonjs-playground.com/#X0MDYG. In this example I see animation of the last segment of my all path. How can I change this situation and see animation from my first point to the last. This situation occurs when we initially do not know the entire trajectory. We only know the current and previous trajectory node. Could anybody help me?
  5. How can I add a Texture to the following sample https://www.babylonjs-playground.com/#4GBWI5 I tried the following code: mat = new BABYLON.StandardMaterial("", scene); mat.diffuseTexture = new BABYLON.Texture("textures/texture.jpg", scene); // mat.diffuseColor = new BABYLON.Color3(1, 1, 1); //mat.diffuseTexture.hasAlpha = true; build.material = mat; I get the following error: .WebGL-0x7f8fa201c400]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
  6. Guys, I need help. How to turn the mesh towards the point given by the vector? What method of rotation is needed here? Rotations is my weakness..
  7. Hello! I've been dabbling in Babylon for a month or so now, and things are going well, but I'm getting caught up on this one problem: I have several avatars in a row. They all have jetpacks, but there should only be one active any time. I've parented the emitter fountain objects to each of the avatar's hip bones and then offset it so that it's behind the avatar roughly in the location of the jetpack on the mesh. It works fine for the avatar at (0,0) but the fountain doesn't seem to move when i translate each of the avatars into their final positions Isn't that what parenting does? It does rotate gently as my avatar moves in it's idle animation, so I know it's attached. Even if I don't set the position of the fountain, it still doesn't move along the x axis when my avatar does. I've tried to approximate my scene using the playground here: https://www.babylonjs-playground.com/#424Q55#2 The Rabbits are structurally a bit different from my meshes in terms of skeleton and my avatar's have no submeshes like the Rabbit does. You can see that although there are 6 different emitters, they're all at the same place. I've turned on the visiblity of the fountain so you can see it if you rotate the scene behind the avatars. A related problem I'm having (even when the avatar is at 0,0) is that when i rotate an avatar and animate it, the emitter follows the path of the avatar as if it wasn't rotate at all. Am I parenting incorrectly or missing a step? I know setting position changes the world position, but it seems like with the parenting, the x position should still change as the parent does. Thanks for any help you can provide!
  8. Hi : I am new beginner of Babylonjs , I want to load a mesh(.obj) by typescript. Here is my code (run in playground): class Playground { public static CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): BABYLON.Scene { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); // This targets the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // This attaches the camera to the canvas camera.attachControl(canvas, true); // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // BABYLON.SceneLoader.ImportMesh("Rabbit", "scenes/","Rabbit.babylon", scene, function (newMeshes) { BABYLON.SceneLoader.ImportMesh("Rabbit", "scenes/Box/","Box.obj", scene, function (newMeshes) { var rabbit = newMeshes[0]; if(rabbit == null) { console.log("rabbit is null") } else { rabbit.scaling = new BABYLON.Vector3(0.1,0.1,0.1); console.log("I can see the rabbit"); } // scene.beginAnimation(skeletons[0], 0, 100, true, 0.8); }); return scene; } } When I load Box.obj I got a log "rabbit is null". but when i load a Rabbit.babylon file it work good. What happened when I loaded.Obj? Who can help me load .obj Mesh By Typescript? Thank you
  9. i have issue in 3d analog clock i have export 3d watch from blender everything done just need to work on clock function my also fucntion is also done but its not working like clock please check the video and help me out and i have this code for clock function all Object piviot point is center but clock function not working perfectly please Check and help me out please scene.registerBeforeRender(function () { var date = new Date(); var hour = date.getHours() % 12; var minute = date.getMinutes() ; var second = date.getSeconds() ; hand_sec.rotation.y = (second/60.)*minute.*Math.PI/180.; hand_min.rotation.y = (minute/60.)*360.*Math.PI/180.; hand_hour.rotation.y = (hour/12.)*360.*Math.PI/180.; }); // this is code i have add but not working 0125.webm
  10. JTerry

    GLTF Extras

    It looks like the gltf format allows for "extra" attributes to be included in the file. Below is a link to the gltf issue that talks about it and a screen shot of the gltf file after export with an extra. Does the babylonjs gltf loader pull that info in? I don't see it the mesh anywhere. Link to comment https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/15 Thanks!!
  11. Hi guys! I need help to understand what is wrong or missing, or what I don't understand Have a scene in 3ds max 2018 with objects. I created physical materials with base color map only. Very simple texture. I need to export my scene into gLTF format. The problem is my exporting window doesn't have a checkbox "copy textures to output" like it shown in tutorial here https://doc.babylonjs.com/resources/3dsmax Instead of this I have two checkboxs "write texture" and "overwrite texture". So when I'm trying to open saved gLTF file I have a mistakes about missing files with textures. Thank you
  12. Hi, I am using Babylon.js with HTC Vive and WebVR and I want to pick a point on the mesh (this.wallMesh) with controller ray. I don't want to use default VRHelper interactions. I expected that this code should work for it but it seems that there is wrong rotation because the rotation of the device behaves totally weird. Do you have some tips on how to fix it? Thank you a lot. const pickMesh = BABYLON.Mesh.CreateSphere( 'pickMesh', 5, 0.1, this.scene, ); const ray = new BABYLON.Ray( BABYLON.Vector3.Zero(), BABYLON.Vector3.One(), 100, ); this.scene.registerAfterRender(() => { ray.origin = controller.devicePosition; ray.direction = controller.deviceRotationQuaternion.toEulerAngles(); const hit = this.wallMesh! .getScene() .pickWithRay(ray, (mesh) => mesh === this.wallMesh); if (hit) { console.log(hit.hit); if (hit.pickedPoint) { pickMesh.position = hit.pickedPoint; } } });
  13. My question has to do with how to generate a vector from a point to the nearest point on a plane. If I have a mesh moving inside a box, I want to know the distance and direction from the mesh position to each side of the box. I understand that would be a vector perpendicular to the plane that intersects the point. Does Babylon have a method that will do that for me? TIA
  14. Hey blokes, Any tips on running Babylon smoothly in fullscreen (desktop)? The scene I'm working on isn't too heavy ~30K vertices. The framerate is generally acceptable (45-60). Yet as soon as the window is resized to fullscreen the scene crashes! The crash happens on retina displays only (I've set engine.setHardwareScalingLevel(1);). On non-retina, there's no crash but performance drops dramatically.
  15. Hi folks, I'm having trouble with shadows - they seem to be 'floating', as you can see from the screenshots. The problem is much worse when I don't use usePercentageCloserFiltering. As you can see, the meshes do intersect! Unfortunately, I can't do a PG as it's a complex scene and is heavily copyrighted The settings for shadows are: let shadowGenerator = new BABYLON.ShadowGenerator(2048, shadowLight); shadowGenerator.usePercentageCloserFiltering = true; Any ideas?
  16. Hi, I want to change camera position on button click in Babylon js so please help hoe to do this.
  17. max123

    Blender export error

    Hi guys, Does anyone have any idea what can cause this?
  18. Hi, I wanted to know if someone ever faced difficulties using Babylon.js to make Facebook Instant Games. When I boot my game using a custom python server, the games run well and is very fluid. However, when I start my game on Messenger App using the same build (uploaded to the Facebook Developer Platform), the game starts to lag, and has continuous lag spikes. My issue only happens with Messenger App, does not happen with Messenger in Chrome or Facebook. Anyone has an idea? Best regards!
  19. Hi, Is it possible to use your own vertex shader and use the default fragment shader, leke so: shaderMat = new BABYLON.ShaderMaterial("shader-123", scene, { vertexElement: "vertexShaderX", fragmentElement: ???, // Need to use the default shader! }, { attributes: ["position", "normal", "uv", "vUV"], uniforms: ["world", "worldView", "worldViewProjection", "view", "projection"] }); Cheers!
  20. Hi, I'm trying to reproduce ocean shader like this one: https://jbouny.github.io/fft-ocean/#day I know we have waterMaterial in Babylon (which is gorgeous!) but not quite what I'm after: it only works with windForce/windDirection which looks like you're constantly moving or as if water is constantly flowing. I've tried to use shader which you can find at https://github.com/jbouny/fft-ocean but it's just waaaay over my head! First of all, I can't figure out how to split it into vertex/fragment shaders to use in Babylon. Any shader/GLSL gurus out there, any help hugely appreciated!
  21. Hi guys! I'm trying to learn Babylon.js. It's really cool! I created a simple configurator with a mesh imported from blender and works fine on localhost. However, when I put my files online, I can't see the meshes and the page remains blank. The Console returns this error: . BJS - [17:53:08]: Unable to import meshes from 3d/cube.babylon: Failed to load scene. t._ErrorEnabled @ babylon.js:4 f @ babylon.js:36 (anonymous) @ babylon.js:36 p @ babylon.js:4 XMLHttpRequest.send (async) s @ babylon.js:4 d @ babylon.js:4 t.LoadFile @ babylon.js:4 b @ babylon.js:36 i @ babylon.js:37 (anonymous) @ babylon.js:37 load (async) t._checkManifestFile @ babylon.js:37 t @ babylon.js:37 i._loadData @ babylon.js:36 i.ImportMesh @ babylon.js:36 createScene @ configurator.js:71 (anonymous) @ configurator.js:100 It seems that the .babylon file does not exist... but it exists! If I create a simple cube or another mesh (not imported from blender) it works fine... I attach the project folder. And this is the url http://test.zerounosoftware.com/configuratore/ Thank you in advance! configuratore.zip
  22. Hey guys, Has anyone had any luck packaging up a Babylon scene inside a Cordova app? The problem I'm having is apparently path related: I get the error message "Error status: 0 - Unable to load..". Everything works fine on the webserver though.
  23. wn voFolks, I am currently using phaser js but now i am try to implement babylonjs, I need to create stage 720*480 static stage that will not transferred into 3D. Stage should be STILL. An it is responsive based on the aspect ratio of the browser or the screen. I tried various option but i didnt get any success. Thank in ADVANCED
  24. Hi, I'm having trouble with applying BlurExponentialShadowMap to a scene created in Blender. I've tried a bunch of settings and lights, yet no matter what I do, the whole bloody scene remains grey! I've tried all lights in Blender that can work with shadows in Babylon, I've set some extreme settings (kernel 4 - 512)... The blender file is attached. The settings I tried are below: shadowGenerator.useBlurExponentialShadowMap = true; shadowGenerator.useKernelBlur = true; shadowGenerator.blurKernel = Any ideas guys? test.blend.zip
  25. Hi, I've just updated v3.0 to 3.2 and am getting this error: Uncaught ReferenceError: BABYLON is not defined. I'm using requirejs to load BJS, PEP and some other libs. Has something changed in 3.2 definitions?