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Found 329 results

  1. Hi, I been struggling to find out why babylon exporter was creating flat shaded meshes by default until I found that option hidden in the scene window wich is probably the least used window in blender ui (been uising it for decades now) I mean why on earth would anyone need to ruin a mesh with such an option ? I been writing exporters and using game engines for years now with blender, this is the most AWKWARD option I have ever seen if at least it was not enabled by default regards
  2. We are glad to present a new release of Blend4Web, a tool for developing interactive 3D web applications. In this release you will find: a new project management system, the option to directly control animation skeletons, support for physics rigs and ragdolls and many new logic nodes which significantly extend functionality of the logic editor. More features are here! Video review here!
  3. Hello my name is Musti I've made this scene using blender : Now I want to add a reflection in some places like windows How to add the reflection in these places using a blender? Which option in this software should I select to get the wanted effect. I've tried to select the option-mirror in material menu in blender but it hasn't worked I've tried also to use a reflection in coordinates mapping in the texture menu but i've got reapeted image (it can be seen in example) i will be gratefull for your help
  4. I've never really looked at/compared the .babylon files produced by the BJS exporters from 3DMax and Blender until the last week. I guess I first noticed a difference when I looked at a 3dMax file that dad72 so generously let me use while I was struggling with the "attachToBone" issue. A couple of differences that I immediately noticed - In 3Dmax Files: 1. Meshes have a "pickable" parameter in 3Dmax files. 2. Lights have "excludedMeshesIds" and "includedOnlyMeshesIds" parameters. 3. Lights and Cameras have a number of "autoAnimate" parameters. So, I am curious about what other features the 3DMax produced .babylon files have over the Blender produced ones? cheers, gryff
  5. Hi everyone!. I can drag a mesh but I need to put Y and Z axis in it to show a dynamic value (position in Y or position in Z) i.e. I saw this great example: And that is what I need but instead show the characters: X, Y, Z I need it to show how much it moves in Y axis and how much it moves in Z axis. Also instead a created mesh I want to put the axis in a blender imported mesh. How can I do it? 2nd question: I can get the position (position.x, position.y, position.z) and rotation of a mesh in "console.log" but now how can I get the size (x,y,z) in console.log()? Thank you all in advance.
  6. In this release you will find: the node-based logic editor, support for multiple "Material" nodes in node materials, tools ported to Windows, support for the brand new browser Microsoft Edge and new APIs for parent-relative transforming. We also present a new demo app with this release - a large-scale visualization of a real manufacturing enterprise. Read more
  7. I'm pretty fine working with the .babylon file format. Exporter which was developed for Blender 3D editor works perfectly and if to load the exported model using the next code: // won't write the full code// because it was fetched from the playground and it's very standard and worksBABYLON.SceneLoader.Load("", "fileName.babylon", engine, function (newScene) { well and WebGL renderer in browser shows my model. But, what if I don't want to load models as static files which must be saved in public folder of HTTP-server ( IIS, Apache, lighttpd, nginx, etc.. ). For e.g. I wanna load a .babylon file from the user's side or to secure the access to .babylon files at my backend. All right, let's watch the situation, if I provide some kind of Uploader (using File API from browser) in my web-application, from which user will be able to load 3D-models from their PC or other devices. I'm trying to load models like this way: File uploading ( change event of input-file ) which works well: function handleFiles( event ) { var uploader = event.srcElement || event.currentTarget; var files = uploader.files; var reader = new FileReader(); reader.onload = function( event ) { var data = JSON.parse( ); loadCustomMesh( data ); }; // passing only single mesh because of testing purpose reader.readAsText( files[ 0 ] ); }Handling geometry and adding to scene: function loadCustomMesh( data ) { var mesh = new BABYLON.Mesh( Math.random().toString(), scene ); mesh.setVerticesData( BABYLON.VertexBuffer.PositionKind, data.meshes[ 0 ].positions, true ); mesh.setVerticesData( BABYLON.VertexBuffer.NormalKind, data.meshes[ 0 ].normals, true ); mesh.setIndices( data.meshes[ 0 ].indices ); mesh.position = new BABYLON.Vector3( 0, 0, 0 ); ...It works FINE! But!!! Without materials... I've found that multimaterial is here from the uploaded data: But if to use the next code: mesh.material = data.multiMaterials[ 0 ];Which is valid exactly for this sample, it throws the next error: Uncaught TypeError: t.needAlphaBlending is not a functionAnd I don't even know what to do next, any ideas?
  8. Hi everyone, This looks pretty simple to do, but i'm badly stuck. I'd like to apply a texture to a cube imported from Blender. But i get a colored cube without the texture effect. Below is a link to my playground code (1 cube is from Blender, 1 other cube is created with BabylonJS) I can't figure out why the same material doesn't have the same rendering. Are those two cubes different kind of mesh object ? Playground link :
  9. Hey there, We have a strange problem with exporting from Blender to Babylon.js. There are two armatures in a .blend file animating two different meshes. When exporting, using exporter 3.0.2, these get exported with the IDs 0 and 1 in the .babylon's skeletons array. Strangely, the meshes try to reference them by the skeletonIDs 0 and 4. 0 works, but 4 obviously doesn't. The skeleton with ID 1 is not even loaded by BABYLON.SceneLoader.ImportMesh. In the callback function, Skeleton[] has a length of 1. When I change the wrong skeletonID from 4 to 1 in the .babylon file by hand, everything works as expected. Is this an error on our part, or does the export mix up the IDs? The scene in question is available at Thanks for your time, Daniel
  10. Hello everybody! I'm having a problem with armature/rigging/bones animation in Babylonjs after exporting from Blender. There is no animation at all, although the animation is playing in Blender perfectly! I wanted to configure Babylonjs options in Object data like I usually do for meshes, no problem with that. But when it comes to Armature object data, there is a Babylonjs option, but it's empty, no configurable at all. Maybe that's why animation is not playing. But when I downloaded the Blender to Babylon.js exporterIT SAYS: The Blender export plugin supports the following features: MeshesNameGeometry (Positions & normals)PositionRotationScalingTexture coordinates (2 channels)Vertex colorsVisibilityCheck collisionsBillboardReceive and cast shadowsBones (armatures) and bones' animationsAnimationsClearly it says that it supports bones/armatures and their animations! So, can you help resolve this issue, please? Maybe you could download the files here and check them out: or here Thank you!
  11. When I use the Blender exporter (latest version in GIThub) I get the message: WARNING: Material has image texture with no UV map assigned: "Kd" ignored in the log file and the resulting model doesn't show the texture when the scene is loaded. I can clearly see within Blender that my model has a texture with UV mapping. Does anyone know how I can fix this?
  12. I'm trying to export any file from Blender using File - Export - Babylon.js and I get this error message. Any help would be very much appreciated! Exporter version: 3.0.0, Blender version: 2.70 (sub 0)========= Conversion from Blender to Babylon.js ========= Python World class constructor completed processing begun of mesh: Cylinder.004 processing begun of Standard material: Material.028 num positions : 66 num normals : 66 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 384 processing begun of mesh: Sphere.006 processing begun of Standard material: Material.033 num positions : 529 num normals : 529 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 3096 processing begun of mesh: Sphere.005 processing begun of Standard material: Material.027 num positions : 994 num normals : 994 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 5952 processing begun of mesh: Sphere.004 processing begun of baked material: Sphere.004========= An error was encountered ========= File "/home/fariazz/.config/blender/2.70/scripts/addons/", line 287, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "/home/fariazz/.config/blender/2.70/scripts/addons/", line 695, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "/home/fariazz/.config/blender/2.70/scripts/addons/", line 1803, in __init__ bpy.ops.uv.smart_project(angle_limit = 66.0, island_margin = 0.0, user_area_weight = 1.0, use_aspect = True) File "/usr/share/blender/scripts/modules/bpy/", line 188, in __call__ ret = op_call(self.idname_py(), None, kw)ERROR: Converting py args to operator properties: : keyword "use_aspect" unrecognized========= end of processing =========elapsed time: 0 min, 0.1385 secsThis is version 2.72 of Blender (the one required for the Babylon export script) in Ubuntu. I've tried exporting a new Blender project with no edits, also tried this public domain one Japanese House | Blend Swap and many others, always getting the same "use_aspect" error message.
  13. Hello, So i made some sort of birch'ish tree and noticed strongly visible white edges on the foliage. img1 Also another issue is with the trunk. You can see a vertical darker line where i put marked the seam in blender. The reason the picture above is kinda small is because the vertical line there is more visible then. i tried to create some margin for the trunk but it didn't help at all. img2 Any hints to fix these issues? EDIT: tested in edge -browser and didn't get the white edge issue. got those white borders with chrome. Seems like edge is good handling edges EDIT2: enlarged the texture margin by insane amount (around 10px). This fixed the seam issue, but the foliage issue still stands. EDIT3: Added some sharpness to the foliage texture, and noted it only made the white edges worse. By adding a bit of blur behind the foliage texture drastically reduced the white edge thingies. The difference between blurry and sharp edges in chrome (img3). I do not know if this is a common thing to know, but was completely new to me - thanks, eljuko
  15. The latest Blender exporters now support both procedural textures and the Cycles Render. Here are scenes from both: .babylon: inline .js: Other improvements: in-line Textures FreezeWorldMatrix & Material.checkOnlyOnce optimizations Documentation Save-able export options into the .blend file All shadow maps types allowed 32 bit vertex limit for multi-material meshes Quaternions for rotation & animation of meshes & cameras Armatures not required to be the parent of meshes 3D camera rigs Do to the changes in the Camera Type list, the setting in a .blend may have changed. Please set again in that case. With adding Cycles Render, there may be a flurry of things people begin to notice that need addressing. This is to be expected. Materials should work much as they did before when not baking, however.
  16. Hi there. I'm trying to import a simple character to play a little with babylonjs. But when i do it, i get on the log: WARNING: No materials have been assigned: On the left is how it's rendered by babylonjs, on the right, what should it be: I modified nothing on the original Blender file. Just loaded and hit export to Babylonjs. What might be wrong? Thanks!
  17. We are glad to present a new version of Blend4Web, an open source framework for 3D visualization on the Internet. For 15.07, we have implemented soft particles, made procedural transparency masks in node materials possible, significantly accelerated scene loading and added many of other improvements. link
  18. I have a test scene / .blend for checking my many changes for the Blender exporter. One change was procedural texture baking, the other was including all the shadowGenerator options of 2.0: One thing I did for baked textures was to not to specify the standard colors on the material that contained it. They were already baked in. If you do, then in BJS they're like added twice. Everything looks very close to Blender without them. When you show a shadow of something across the material, things get weird. You only get a shadow on extreme angles. In the test scene, the shadow falls on a multi-material, where the std mat color is like lime. On the part of the plane not showing any texture, you get a shadow. The other part is a bake diffuse texture. You only get a shadow at certain angles. See Here is what it looks like with the std materials in the mat with texture. You get shadow, but the color is not the same: I can fixed it without changing the color by substituting this for the color: material.diffuseColor = new BABYLON.Color3(0.8,0.8,0.8); This is the correct image with shadow. Why does this work? Notice the brown wood floor does not have a green hue. I do not like hardcoding a fix to something which I do not understand.
  19. If we used the traditional way to name versions of our framework, then we would call this release "Blend4Web 2.0" - that's how important the features implemented this time are! Among them, you will find the interface thoroughly revised, the new normal editor, support for all Blender's shading models, proper handling of Cycles nodes and many more. The New Interface In order to better describe the origin of the changes which took place, we would like to remind you of how the interface was structured up to this moment. As you know, authoring scenes for Blend4Web is provided by the add-on for Blender. Not only does this add-on export scene data, but it also adds new parameters to setup scene components (objects, materials etc). At the same time, Blender, which is the multi-functional suite for creating 3D graphics, has many settings and supporting all of them is neither practical nor possible in real-time engines. As a result, our users were faced with the inconvenience of sorting through multiple settings which cluttered the interface yet were not supported by Blend4Web. Moreover, Blender Game Engine (BGE) contributed to this disarray as well, because you had to switch back and forth between different modes to setup physics and materials' transparency and other settings. Our users had to carefully study the documentation in order to understand all these nuances. Together, with our community, we were able to work out a solution. First of all, we have added a new Blend4Web mode alongside with BGE and Cycles, to hide all unsupported settings upon switching to it. Menu for switching between Blender's render engines. Secondly, all supported settings were rearranged in functional groups. Blend4Web-specific parameters, Blender's native settings and BGE settings were combined to a single, structured system. Settings in the Material tab, tidied up and consolidated. Enabling transparency is now straightforward. Thirdly, we have added options to the render interface for automatic enabling of features when it is possible. As a result, our users no longer have to explicitly enable shadows, for example. The engine will take into account any shadow casting and receiving objects, if present in the scene, on its own. Automation options in the global settings. We took the opportunity and made many other minor improvements in the interface: some settings were renamed, for some others we have changed the default value and so on. All changes occured are reflected in the user manual. We believe that all this effort applied marks an important milestone on the path of Blend4Web becoming convenient and an integrated environment for developing interactive web applications. We express our thanks to Blender developers and personally to the Blender Foundation chairman, Ton Roosendaal, for reviewing and approving our patch (D1188) which allowed us to implement this crucial functionality for our users. The New Normal Editor As we promised, we have included our new normal editor in this release. It is difficult to overestimate the significance of this tool for creating content for real-time graphics. In computer graphics, normals (mathematically, vectors) describe surface inclination, which illuminance level depends on. By editing normals, an artist can manually add shadowing in needed places of a model, thus avoiding adding resource-hungry geometry. This tool makes it possible to create high quality content for interactive web applications, which strictly require high performance and low network traffic. On the left - the original model, on the right - the same model after editing normals. Below, the wireframe and direction of normals are shown. The features of the new normal editor are described in a separate article. Due to multiple inquiries about the functionality and terms of use of this tool, we would like to clarify some aspects here. Firstly, the new normal editor, unlike the old one, works with skeletal animation. Secondly, commercial project teams can use this tool for free, including authoring content for other engines such as Three.js or Unity. Automated Re-export Another useful tool we have implemented in response to wishes of our users is what we call Mass Reexporter (you can find it at the very bottom of the Render tab). As a rule, a newly released version of Blend4Web requires exporting your scene files again. In order to automatically export files - which some projects can have a great amount of - you could use the dedicated Python script from the SDK. From today on, this operation can be performed simply by pressing a button in Blender. Re-exporting files of the upcoming Capri project. All you need to do is to select the root directory where your exported scenes are stored (both in JSON and HTML format). The script will recursively iterate through subdirectories to find the corresponding blend file for each exported file, and will try to re-export it using the same file name. The results will be logged in the info window. In the case of an export failure, the window will display the path to the source file highlighted in red, so you can check this file manually. SDK Installation and Updates The number of the SDK installation steps has decreased a bit because the SDK directory path is now detected automatically. Also, Blend4Web can now check for updates - upon every startup of Blender it will request (this option is off by default). Add-on preferences window. The button Report a Bug now opens the forum section intended for reporting bugs. We will no longer pass on your complaints to Blender devs. Materials After implementing the diffuse shading algorithms Toon and Minnaert and the specular shading algorithm Blinn, Blend4Web started supporting the full range of Blender's shading algorithms. The Geometry node is fully supported after we have implemented its outputs Local and Orco. In order to stabilize workflow for node materials, we have added stubs for the to-be supported nodes RGB Curves, Vector Curves, ColorRamp and for all Cycles nodes. Nevertheless, some Cycles nodes were implemented partially or in full, to the extent it is possible in the viewport. Geometry node. To-be supported nodes RGB Curves and ColorRamp. To further improve consistency, we reproduced Blender behavior in case of absence of the Output node (black color will be displayed instead of erroneous magenta). Ray Casting and Decals Ray casting is a widely used method in interactive graphics and in game development, for example, for measuring distances, detecting visibility of objects and confirming the outcome of shots fired. This method is based on checking the intersection of an imaginary line with objects. For this release, we substantially extended the possibilities of ray casting. You can now obtain the coordinates and the normal at the collision point (before, only distance could be obtained), and also the reference to the object itself. Practical use of this functionality can be seen in this simple yet funny demo. Ray casting demo. Please pay attention to traces left by mouse clicks - they are implemented with textured planes aka decals. Other Improvements API methods were added to control the motion blur effect. Vertex group weights can now influence Hair particle size (field Vertex Groups -> Length). The method scenes.marker_frame() was added to retrieve the frame number for a marker on the Blender timeline. As a result, the starting and ending frames for playing back a strip of animation can now be visually defined - much more convenient than defining their numeric values in the app code! The markers for animation strips used for the upcoming visualization of dairy manufacturing. Two new modules, rgb and rgba, were added to the API to facilitate conversions between color encoding systems customary in 3D graphics and web development. You may recall that in Blender and Blend4Web color channels are stored in a range from 0 to 1 (in linear space), whereas in HTML and CSS colors are encoded from 0 to 255 (in sRGB space). These new APIs also support hexadecimal colors (hex). Now, the camera smoothing factor can be tweaked with the get/set_camera_smooth_factor() methods of the app.js add-on. In order to control camera smoothing when pointer lock is active, the corresponding methods of the mouse.js add-on should be used instead. Conclusion The presented Blend4Web release is compatible with Blender 2.75. The full list of changes and fixed bugs can be seen in the release notes. Blend files for all examples mentioned in this article are included in the Blend4Web SDK. Please leave your comments in this forum topic.
  20. I've always enjoyed the "adventure game" which means solving puzzles and following story lines. Here is a puzzle I first encountered in the 1990s - three versions : 1. Easy - can be done with 3 clicks minimum 2. Harder - can be done with 5 clicks minimum 3. Hardest - can be done with 7 clicks minimum Aim of the puzzle is to get all buttons green. You can click on a red button to turn it green - however, doing so changes other non-clicked buttons. All the data necessary to control the behaviour of the buttons comes from the names of objects in the babylon file - exported from Blender - hence the string parsing you see in the javascript code. The code took me longer than geometry building in Blender Anyone recognize the puzzle - and what game did it appear in ? cheers, gryff
  21. Hey Everyone, I'm new to Babylon, but till now it worked great. I finished a little game for exercising with babylon, but now I'm trying to switch my main object to a blender object. I used a Box the whole time. Ok, for now i'm trying to append my new Blender Object to my box, thats all, but i can't figure it out. It's showing up, but i can't append it, so its flying with my ship(box). Here is the relevant part of my Ship.js var airplane;Ship = function (size, scene) {, "ship", scene); var vd = BABYLON.VertexData.CreateBox(size); vd.applyToMesh(this, false); BABYLON.SceneLoader.ImportMesh("", "assets/", "airplane.babylon", scene, function (newMeshes) { airplane = newMeshes[0]; airplane.position.x = 6.5; airplane.position.z = 0; airplane.position.y = 6.5; airplane.rotation.y = Math.PI*1.5; airplane.material = new BABYLON.StandardMaterial("shipMat", scene); //airplane.parent = vd; });};Would be great if somebody can help me =) Cheers, DonKanallie
  22. Hi! The Blend4Web team is going to release the updated normal editor soon! It will be possible for other engines such as Unity3D to use this tool too. Read more about upcoming new features in this overview. Interface of the new normal editor. On the left - a tree with default shading, on the right - the same tree with edited normals. On the left - glasses with default shading, on the right - the same model with edited normals.
  23. Hi I noticed attatching multiple sounds to meshes in blender and exporting it to .babylon using the latest exporter results in an error "Uncaught SyntaxError: Unexpected token {" index.html:202 It's fixed by adding this part " first = False" to near the end of the #Sounds section in # Sounds if len(self.meshesWithSound) > 0: file_handler.write('\n,"sounds":[') first = True for mesh in self.meshesWithSound: if first == False: file_handler.write(',') file_handler.write('{') write_string(file_handler, 'name',, True) write_bool(file_handler, 'autoplay', write_bool(file_handler, 'loop', if hasattr(mesh, 'name'): write_string(file_handler, 'connectedMeshId', write_float(file_handler, 'maxDistance', file_handler.write('}') first = False file_handler.write(']')
  24. in case of export to babylon.js the file appears an error. LOG: Babylon.js Exporter version: 1.8.0, Blender version: 2.74 (sub 0)========= Conversion from Blender to Babylon.js =========Python World class constructor completedprocessing begun of material: untitled.Material__40Ambient texture foundDiffuse texture foundprocessing begun of skeleton: Armature, id: 0processing begun of bone: mixamorig:Hips, index: 0animation begun of bone: mixamorig:Hipsprocessing begun of bone: mixamorig:Spine, index: 1animation begun of bone: mixamorig:Spineprocessing begun of bone: mixamorig:Spine1, index: 2animation begun of bone: mixamorig:Spine1processing begun of bone: mixamorig:Spine2, index: 3animation begun of bone: mixamorig:Spine2processing begun of bone: mixamorig:Neck, index: 4animation begun of bone: mixamorig:Neckprocessing begun of bone: mixamorig:Head, index: 5animation begun of bone: mixamorig:Headprocessing begun of bone: mixamorig:HeadTop_End, index: 6animation begun of bone: mixamorig:HeadTop_Endprocessing begun of bone: mixamorig:LeftShoulder, index: 7animation begun of bone: mixamorig:LeftShoulderprocessing begun of bone: mixamorig:LeftArm, index: 8animation begun of bone: mixamorig:LeftArmprocessing begun of bone: mixamorig:LeftForeArm, index: 9animation begun of bone: mixamorig:LeftForeArmprocessing begun of bone: mixamorig:LeftHand, index: 10animation begun of bone: mixamorig:LeftHandprocessing begun of bone: mixamorig:LeftHandIndex1, index: 11animation begun of bone: mixamorig:LeftHandIndex1processing begun of bone: mixamorig:LeftHandIndex2, index: 12animation begun of bone: mixamorig:LeftHandIndex2processing begun of bone: mixamorig:LeftHandIndex3, index: 13animation begun of bone: mixamorig:LeftHandIndex3processing begun of bone: mixamorig:LeftHandIndex4, index: 14animation begun of bone: mixamorig:LeftHandIndex4processing begun of bone: mixamorig:RightShoulder, index: 15animation begun of bone: mixamorig:RightShoulderprocessing begun of bone: mixamorig:RightArm, index: 16animation begun of bone: mixamorig:RightArmprocessing begun of bone: mixamorig:RightForeArm, index: 17animation begun of bone: mixamorig:RightForeArmprocessing begun of bone: mixamorig:RightHand, index: 18animation begun of bone: mixamorig:RightHandprocessing begun of bone: mixamorig:RightHandIndex1, index: 19animation begun of bone: mixamorig:RightHandIndex1processing begun of bone: mixamorig:RightHandIndex2, index: 20animation begun of bone: mixamorig:RightHandIndex2processing begun of bone: mixamorig:RightHandIndex3, index: 21animation begun of bone: mixamorig:RightHandIndex3processing begun of bone: mixamorig:RightHandIndex4, index: 22animation begun of bone: mixamorig:RightHandIndex4processing begun of bone: mixamorig:LeftUpLeg, index: 23animation begun of bone: mixamorig:LeftUpLegprocessing begun of bone: mixamorig:LeftLeg, index: 24animation begun of bone: mixamorig:LeftLegprocessing begun of bone: mixamorig:LeftFoot, index: 25animation begun of bone: mixamorig:LeftFootprocessing begun of bone: mixamorig:LeftToeBase, index: 26animation begun of bone: mixamorig:LeftToeBaseprocessing begun of bone: mixamorig:LeftToe_End, index: 27animation begun of bone: mixamorig:LeftToe_Endprocessing begun of bone: mixamorig:RightUpLeg, index: 28animation begun of bone: mixamorig:RightUpLegprocessing begun of bone: mixamorig:RightLeg, index: 29animation begun of bone: mixamorig:RightLegprocessing begun of bone: mixamorig:RightFoot, index: 30animation begun of bone: mixamorig:RightFootprocessing begun of bone: mixamorig:RightToeBase, index: 31animation begun of bone: mixamorig:RightToeBaseprocessing begun of bone: mixamorig:RightToe_End, index: 32animation begun of bone: mixamorig:RightToe_Endprocessing complete of skeleton: Armatureprocessing begun of mesh: Mesh_0326WARNING: No materials have been assigned: num positions : 186num normals : 186num uvs : 372num uvs2 : 0num colors : 0num indices : 186num skeletonWeights: 744num skeletonIndices: 744processing begun of mesh: Mesh_0248WARNING: No materials have been assigned: num positions : 2592num normals : 2592num uvs : 5184num uvs2 : 0num colors : 0num indices : 2592num skeletonWeights: 10368num skeletonIndices: 10368processing begun of mesh: Mesh_0260WARNING: No materials have been assigned: num positions : 7212num normals : 7212num uvs : 14424num uvs2 : 0num colors : 0num indices : 7212num skeletonWeights: 28848num skeletonIndices: 28848processing begun of mesh: Mesh_0215WARNING: No materials have been assigned: num positions : 120num normals : 120num uvs : 240num uvs2 : 0num colors : 0num indices : 120num skeletonWeights: 480num skeletonIndices: 480processing begun of mesh: Mesh_0251WARNING: No materials have been assigned: num positions : 2034num normals : 2034num uvs : 4068num uvs2 : 0num colors : 0num indices : 2034num skeletonWeights: 8136num skeletonIndices: 8136processing begun of mesh: Mesh_0201WARNING: No materials have been assigned: num positions : 72num normals : 72num uvs : 144num uvs2 : 0num colors : 0num indices : 72num skeletonWeights: 288num skeletonIndices: 288processing begun of mesh: Mesh_0325WARNING: No materials have been assigned: num positions : 126num normals : 126num uvs : 252num uvs2 : 0num colors : 0num indices : 126num skeletonWeights: 504num skeletonIndices: 504processing begun of mesh: Mesh_0244========= An error was encountered ========= File "E:\Steam\steamapps\common\Blender\2.74\scripts\addons\", line 280, in execute mesh = Mesh(object, scene, self.multiMaterials, nextStartFace, forcedParent, nameID, self.export_noVertexOpt) File "E:\Steam\steamapps\common\Blender\2.74\scripts\addons\", line 615, in __init__ self.billboardMode = BILLBOARDMODE_ALL if object.material_slots[0].material.game_settings.face_orientation == 'BILLBOARD' else BILLBOARDMODE_NONE;ERROR: 'NoneType' object has no attribute 'game_settings'========= end of processing ========= Blender version 2.74
  25. We are glad to present a new release of Blend4Web - an open source software framework for creating interactive 3D web applications. In this release you'll find the glow effect, dynamic cube-mapped reflections, support for more NLA tools and extended possibilities of world textures, particle systems and the camera controls. Glow Effect After many months of trial and error and looking for the most optimal solution, we are finally ready to reveal this awesome feature to you. Halo around luminous objects (which appears due to light scattering in the atmosphere and inside the human eye) is a well known effect used both in cinema and in the game industry. From now on, you too can create such beautiful surfaces in Blend4Web. To make material glow, you simply go to the node editor and add a B4W_GLOW_OUTPUT node group. As with the standard Blender's Output node, it is not necessary to connect this node to anything. Live demo. Adding a B4W_GLOW_OUTPUT node. The simplest glowing material possible. While the Glow Color setting is self-explanatory, what offers an artist the most possibilities is the Factor input, to which a texture and/or procedural mask can be passed, including animated ones. The width and the intensity of the halo can be tweaked with the help of the corresponding settings under the World tab - separately for the nearest (Small Glow Mask) and the farthest (Large Glow Mask) blurred areas. Dynamic Cube-Mapped Reflections Up until now Blend4Web supported only dynamic planar reflections, but from today on, our users can create objects with their surface reflecting everything surrounding them. As for planar reflections, it is now possible to rotate and move the reflection plane, so now you can manipulate mirrors in run-time. Both of these new options are demonstrated in a small yet impressive demo. You may also want to check out the user manual for reflection setup. Non-Linear Animation It is now much more enjoyable to work with animation because we have supported Blender's NLA playback settings: Muted and Reversed, and also such settings as Scale and Repeat. This functionality is also supported in the NLA Script - our visual logic editor. Also, to provide controls over non-linear animation via API we have created a new module nla.js. This module includes methods such as play(), stop(), get_frame() and set_frame() which allow the user to play back and to stop the non-linear animation, as well as to get and to set the current frame. The new methods were engaged in the Viewer application for implementing the NLA controls interface. World Texture Settings We continued developing functionality for setting up the background - its color can now be combined with a texture. The result of mixing of a world texture with the background color. World texture setting in Blender. We have added support for parameters of the Influence panel which are used for setting up the world texture. Particularly, Blend, Horizon, Zenith Up, Zenith Down, mixing types, RGB to Intensity, Negative and DVar are all supported. You can see these new features in action if you run this example. Camera Control Mode API Currently Blend4Web supports four typical camera control modes - Target (rotating around a pivot), Eye (a first-person view), Hover (gliding over a surface) and Static (non-interactive). The camera control mode is assigned in Blender, and starting today it can be changed during run-time. The Code Snippets have obtained a new example of this. An example of using the API for switching the camera control modes. Possible usage examples include: temporary blocking of unwanted camera movements in an app; switching from the observe mode to the active camera control mode as a character or from a car. Other ImprovementsNow, connecting sockets of different types in node materials is allowed. For example, Value and Color - in such cases Blend4Web behaves the same way as Blender. Before, such materials were not supported and were rendered in magenta as erroneous. A simple example of implicit type conversion. We have implemented support of the Margin property for physics objects and materials. This property improves simulation stability of colliding objects. The Oscar-winning physics engine, Bullet, has been updated to version 2.83. The options from the Rotation panel are now supported for Hair particle systems. As a result, the particles positioned in Blender are completely reproduced in Blend4Web. Specifically, not only particle location and scale are supported but rotation as well. The SDK now includes a pack of post-processing demos such as bloom, depth of field, god rays, motion blur and screen-space ambient occlusion. Post-processing demos: bloom, god rays, SSAO and DOF. A new option has been added to the add-on settings. This option turns on automatic start of a local development server upon opening Blender. If you don't want to run the server automatically, you can still do it manually with the button under the Render tab. This Blend4Web release is compatible with Blender 2.74. For the complete list of changes and bug fixes please refer to the release notes. Source blend files for all demos presented on this page are included in the Blend4Web SDK distribution. Feel free to leave your comments in this topic on our forums.