Search the Community

Showing results for tags 'blender'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 329 results

  1. Hi friends! I try to export a .obj from Blender to Babylon.js but I'm detecting an error. .obj file => Blender demo => PD: With Three.js it works well => Any help will be much appreciated and Sorry for my bad english Thanks in advance, Nicholls
  2. ¿Anyone know how I can create an addon for exporting Blender animations 2D to Phaser? Regards, Nicholls
  3. Considering the following example: When grouping meshes into an empty object, they do not show up when loaded in Babylonjs. As of the example, only the non grouped cube is rendered: Any idea how to fix this behavior? Thanks example.babylon.txt
  4. Hi there everyone. I've been learning modelling and animation in blender as part of establishing a working pipeline from blender->babylon. Currently, I'm working on exporting textured meshes. I made a mesh of a goblin-like creature and textured it and applied a pinkish material to it. I exported it to babylon and there seemed to be no issue, except that when running the script, it was blank. I did put the texture in the same directory as the .babylon file and used blender render as opposed to cycles render. Here is the code that executes the script: if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); scene = new BABYLON.Scene(engine);BABYLON.SceneLoader.ImportMesh("", "", "FACE.babylon", scene, function (newMeshes, particleSystems) // Wait for textures and shaders to be ready{ scene.executeWhenReady(function () { // Attach camera to canvas inputs //scene.activeCamera.attachControl(canvas); var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI, Math.PI / 8, 150, BABYLON.Vector3.Zero(), scene);camera.attachControl(canvas, true); light0 = new BABYLON.DirectionalLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); scene.collisionsEnabled = true; // Material var matPlan = new BABYLON.StandardMaterial("matPlan1", scene); matPlan.backFaceCulling = false; matPlan.emissiveColor = new BABYLON.Color3(0.2, 1, 0.2); var plan1 = BABYLON.Mesh.CreatePlane("plane1", 20, scene); plan1.position = new BABYLON.Vector3(13, 0, 0); plan1.rotation.x = -Math.PI / 4;plan1.checkCollisions=true;// Once the scene is loaded, just register a render loop to render itengine.runRenderLoop(function() { scene.render(); }); }); }, function (progress) { // To do: give progress feedback to user }); }As you can see, it's just like the example code. I've attached a zip that has the .blend and the .babylon and the textures used for the object. I would highly appreciate it if someone could view the .babylon or export the .blend to .babylon and help me see where exactly the issue is. I should mention that this is just for learning purposes, in the event that this leads to an actual game, then the poly count will be reduced to a reasonable number. Thanks in advance for your time.
  5. Hi, I've wasted considerable time due to my assumptions and past experience in working with browsers. One of the biggest issues was due to accelerated development; trying to advance to quickly in using the BabylonJS framework. Within a few days, I moved to character driven .babylon files and building my own objects and animating using pushkeys. Thus, I didn't provide enough time to move through a logical development process, which is often a problem when doing what I call "crash developing." So the problems I encountered were entirely my own doing. I doubt this will affect most problems with loading files correctly, however here is what I discovered from viewing so many white browser screens, and especially those WONDERFUL 404 error messages. The following is a response I wrote on another post: What I discovered this last weekend was that the problem is a combination of two issues. First, our server appears to have timing issues, and I assume it's due to traffic but we're looking into this further. Second, and most affecting our problems is that the browser uses it's cache much longer than I thought. I assumed that if I launch a new Chrome browser, that Javascript files were refreshed. However, there is no refreshing of any files that I can find until the refresh button is pressed. I couldn't properly troubleshoot this as the timing problems wouldn't expose a changed file even on refresh for up to 10+ seconds. So, even though the files were correct upon refresh, the browser loaded from cache as the server didn't respond in a timely fashion. The only way I discovered this was to start from a sample scene online. I used the loadScene.html file from, and copied ALL of the files from the working directory into a new directory on our server. When I found this basic scene loaded correctly (mostly), I then renamed the babylon.js file so that it could not be loaded. I then refreshed the page and of course the scene wouldn't load at all. Then I renamed the babylon.js file correctly on the server, and the scene still would not load with a new Chrome browser and typing the full path to the html file. I refreshed the browser and found the file still wouldn't load - so I retried (refresh button) until it loaded. I have the exact same results when using links with no browser open, and realized that the only way to refresh any files was to press the refresh button. I assume there is a setting in the advanced options in Chrome to change this, but I haven't looked yet. For developing quickly, I hope an automatic refresh can be set. Again, I don't know if this is affecting anyone else, however I'm guessing were all modifying Javascript files as quickly as possible and copying those to the server for immediate testing. So I thought it worth posting - although slightly embarrassing for me. In the posts I read on this forum, many people are receiving a 404 error in their browser, so I assume a potion of these might be due to browser cache refresh. At the minimum, it forced us to encrypt our login info and rewrite our webconfig file. If this helps anyone, please let me know. Cheers, DBawel
  6. Hello, Since some month, I have discover Babylon.js framework, and it's a very good work for developper. In my project to learn this framework, I have load a ground with wall and a cube to simulate a person. I have activate all collisions for all meshes, physics (mass, shape: box) and export with the extension blender. I have test in sandox offline and my blender file work. After, I have create a script in JS and all meshes are load successfuly, but collisions doesn't work! I have find a tutoriel who need to create a bounding box to use .intersectsMesh(), but nothing work too. I think I have forget something, but I don't see. Can you help me, plz? Thank you very much. Here the begin of my project to undestand my problem and see scripts:
  7. Blend4Web 14.12 is Out The Blend4Web team proudly presents a New Year's release of the open source platform for creating 3D Internet apps to the community and its partners. Among new features: support for camera velocity settings, convenient API for outlining 3D objects under the cursor and full support for the MAPPING node. In addition, we have prepared some gifts for you: first, we have included the source file of The Island in the open source distribution and second, we have created an interactive greeting card which you send to your friends and loved ones. Merry Christmas and Happy New Year! For this release our team has come up with an amusing web app. With this interactive 3D greeting card you have no excuse not to congratulate your friends, loved ones or those who visit your blog and favorite social account (Facebook, Twitter and so on). Try opening the presents, turn on the TV and even send a personal greeting! This app clearly demonstrates the limitless possibilities of combining traditional web technologies and 3D graphics. The interface for typing a message is implemented by using HTML and CSS while the message itself is rendered on the texture of the 3D object. In turn, generic video and audio files are played back in the virtual TV set. Animation, dynamic reflection, outlining the objects under the cursor, interesting particle and lighting effects - all these also work in mobile browsers. Just to help you to learn how this app works, we have included its source files in the open source Blend4Web distribution. The Island Goes Open Source Here is another gift for New Year's: the source files of our first demo app called The Island are now included in the free Blend4Web SDK! You'll find the materials for the terrain, sea and waterfall, learn how smoke and splash particles are set up, what is behind the lens flare effect, how animation works and how the trees and other objects are arranged. Blender 2.73 We have been collaborating with Blender devs and this has resulted in the following improvements to be included in the upcoming 2.73 release: D781 speculars are now correctly rendered on transparent surfacesD842 the Math > Absolute node is now functionalD859 the Clamp option of the Math and MixRGB nodes is functional as wellT42525 fixed Blender crashing which occured when a lamp used in a Lamp Data node was deleted by a userWe'd like to personally thank Ton Roosendaal, Sergey Sharybin, Antony Riakiotakis and Brecht Van Lommel whose reviews and valuable advice helped us with these patches. New Features The camera velocity can now be tweaked. This is a long-awaited option our users have been requesting for us to include in the engine. We have added support for mipmapping of canvas textures. This allows you to improve the image quality and increase performance in rendering such textures. The MAPPING node is now fully supported. Now ALL coordinate transformation modes are supported. The glow effect when the cursor hovers over objects is now implemented in the mouse.js add-on, which allows to simplify creating and setting up this effect. A brand new app building system. Now, the users can develop their apps right in the SDK thanks to the new utility. This script makes it possible to build the apps together with the engine, to minify JavaScript and CSS files and to export the final apps to be deployed on a server. Cleaning Code and Stabilizing Functionality At the end of this year, we made some improvements in stability and removed a number of obsolete functions. Among these improvements are the following: Obsolete UV translation velocity texture option has been removed. Obsolete Levels of Detail interface has also been removed. The pointerlock.js add-on was renamed mouse.js. A mouseup event is now fired when the cursor leaves the app viewport. The Clear parent inverse error message no longer appears. This transformation is now natively supported by the engine. Using Apply scale no longer leads to applying modifiers. The audio playback error when using NLA has been fixed. Resetting armature pose no longer occurs when the B4W Animation Bake tool is used. Many minor error corrections and other improvements the full list of which can be found in release notes. As always, you are free to discuss this release on our forum. We wish you all kinds of success and prosperity in the New Year!
  8. Hi, I'm new in babylon.js (and the others 3d frameworks). A moment ago I exported scene from *.obj to *.babylon. Now I'm trying to load it, but im getting error: My simple code: if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("", "/~patrol/objects/maps/city/scene.babylon", engine, function (newScene) { // Wait for textures and shaders to be ready newScene.executeWhenReady(function () { // Attach camera to canvas inputs newScene.activeCamera.attachControl(canvas); // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { newScene.render(); }); }); }, function (progress) { // To do: give progress feedback to user }); }
  9. Hi Gentlemen! I would like put on a problem with a exporter Babylon.js for Blender version 2.72. I have a scene that works perfectly with older Babylon.js version but when I upgrade it with the version 1.14 and the exporter in Blender I get this error when I make my export : AttributeError: 'Texture' object has no attribute 'wrapV' I naturaly thought that the problem came from my scene (well that I haven't object which calls 'Texture'...) but after many delete objetcs, always the same issue... So, I wanted do a basic test : create a new scene and export it. But same result! AttributeError: 'Texture' object has no attribute 'wrapV' I will try to put the exporter v1.12 or 1.13 of Babylon to see the differents.... Any idea? Zino
  10. New Text Document.txt Hi to all, First off, I wish to thank gratefully the creators of this wonderful framework that makes working with 3d on the web very easy and intuitive. I have just started using it and it is all okay; the issue is that I have created some models in blender and exported them to babylon and accessing some of the mesh data yields the "undefined" response. I've opened the file using an editor and see that it's a JSON object with various properties. Some properties can be accessed like these ones: newMesh[0].position or newMesh[0].checkCollisions and so on. Trying to access other properties however yields the "undefined" response, such as: newMesh[0].useFlatShading or newMesh[0].positions or newMesh[0].uvs and so on. Why is this so? What would be the proper way to access all the properties of an imported object from blender? Thanks in advance.
  11. Hi, can someone advise me on how to import the babylon file into blender. The blender plugin for babylon only has exporter.
  12. Our team is happy to present the new version of Blend4Web - the open source 3D web framework. Into this release we have included support for procedural and video textures, implemented new camera control modes and significantly increased the usability of the development environment. Photo-Realistic Sunglasses Model For this release our team has prepared a very detailed tutorial about creating photo-realistic models: The source files for this tutorial are included into the open source Blend4Web distribution. Procedural and Video Textures We have been receiving many questions from the community concerning the procedural creation or changing 3D models in run-time. In previous releases we implemented such important functions as procedural geometry modifications, material parameters animation and also procedural inheriting of materials from each other. This time we decided to go even further and added support for canvas type textures. As the title suggests an HTML canvas element is used as an image. This element offers a vast functionality for quick 2D drawing as well as video and custom text. The canvas texture workflow is described in the manual. Undoubtedly canvas textures give us the opportunity to draw video files. However this is connected with some difficulties such as the necessity of coding and insufficient performance. We have successfully solved both problems having implemented support for video textures which can be assigned right in Blender (Image or Movie texture type). Different browsers support different video formats and so we gave the resource converter the ability to convert videos. New Camera Control Modes In the mode when the camera is rotating around a single point (Target) we now have the ability to move the pivot point withing the view plane (so called camera panning) while right or middle mouse button is pressed. This function is turned on by default and can be turned off in Blender settings at need. Also we have implemented the mode when the camera is gliding over the horizontal plane (Hover) including zooming in and out. This camera mode makes it possible to realize scenarios for a convenient viewing of scenes which are spread in two dimensions (rooms, game levels). Other Improvements The SDK now contains an index.html webpage for simplifying the navigation within the SDK. The export Strict mode is implemented in the addon. Activating Strict mode gives the possibility to display all possible errors and warnings connected with incorrect scene settings. The option is useful for final scene debugging for getting the most correct and optimized resource files. We have added a build system which was absent in previous public SDK distributions. The frame rate for animation and video textures can now be changed. The webplayer’s bg parameter is renamed to fallback_image. This option also has changed its behavior. If the fallback_image is defined the error message that WebGL is unavailable is not shown any more, instead the user just sees the image. Hair particle systems can be now exported significantly faster. Audio playback support has been added for iOS devices. We have corrected many errors and done many other minor improvements the full list of which you can see in the release notes. Forum discussion thread.
  13. Hi, I am not able to export UV textures applied to any mesh from Blender. To try and troubleshoot, I have tried to export a simple cube from Blender with a UV texture applied. However, when I export from Blender, there is no path to the texture or texture info in the .babylon file. Any help would be appreciated as I've already lost a week trying to convert FBX files from Motionbuilder with no luck - so I'm using Blender now and can view the exported meshes in Sandbox, but no texture is applied in the export. Thank you, David B.
  14. Hi all, i have exported a model using babylon.js blender exporter and after i loaded the model into the scene, but it doesn't working am getting the following error in the console window, anybody have the solution for this Error : GET http://localhost/sample/scenes/a.babylon.manifest [HTTP/1.1 404 Not Found 1ms]"BJS - [17:00:33]: Valid manifest file not found. Scene & textures will be loaded directly from the web server." babylon.js:3not well-formedattached is my babylon file
  15. i have exported my fbx model to babylon, but while load the model in the scene with the babylon.js, the models are not working i tried more than 10 models, but only one model is working Attached is my files here untitled.babylon is working and iphone.babylon is not working, am struggling here on the entire day, but i can't find the problem Anyone help me to fix it ? am beginner in blender,
  16. Hi, I have some models in the fbx and obj, and i want to convert them into babylon.js custom format, can anyone help me on this ? am novice in the blender and tried to convert it with the given exporter, it works but the textures and camera, lights are missing, so am struggling, can you help me pls ? Actually am having more than 20 models , which i want to show them in my website, so i decided to show them with the babylon.js, and tried online converter to convert my model and converted them successfully, but i can't import them into my babylon scene, i can't see any models on the scene some said on this forum your model may doesn't have light,camera and so on, so i tried to fix it using blender, so i imported my fbx, obj models using blender importer and i tried my level my best, unfortunately am novice in blender so i can't And finally here i want some one who can convert my models into working babylon format, anyone do it for me ? else given me better tutorial ,etc Note: That i tried all the three converters which i found for the babylon 1. Online - not working to my models (light, camera,texture issues) 2. Blender, 3ds max- not working (am novice on this) 3. Command line converter - getting same result as online converter Thanks in advance..
  17. I have been trying to export animated model but with no luck does not show up on web and log file gives error and warnings. It is not camera nor light issue as they are added externally. It worked before Armature was added and animation and parenting applied. Blend (2.72) file can be gotten here: Any help appriciated. Found Empty Object! (why it did not rendered) And did not like more than 4 instances.
  18. I'm new to BJS and so this question might be a no brainer for the ninjas but I can't find the answer combing through the forums and the online tutorials. I'd like to use the "BABYLON.SceneLoader.Load" but I don't know how to isolate the imported items individualy. When I use "BABYLON.SceneLoader.ImportMesh" I can just set "whatever = newMeshes[0];" and then reposition it, apply gravity... you know ...whatever you want with BJS calls. There has to be a command I can use to isolate the meshes,lights,and cameras that were imported in (preferabley by name). I just don't know the command set up and I can't find a example of someone using "SceneLoader.Load" and then changing individual items from that scene. Like I said, this is probably 101 to most here. Any help would be greatly appreciated. Thanks.
  19. Backface culling = false is the default setting of Blender this can be set to 'true' by enabling the check box in the 3D View properties Panel. This panel can be toggled on/off in the Blender viewport by pressing the 'N' key on your keyboard. The Backface culling setting is located in 3D view > Properties panel > Shading. Enable the checkbox to activate backface culling.
  20. Deltatosh, You are probably going to be only the person able to answer this. This started, because I am trying to debug my normals calculation for shapekeys. The bumps.blend, which I renamed multi_group.blend, really has to be viewed from multiple angles to really understand the structures. (Not complaining, it is a very good test). Thought, I could just define an arc camera after I get it up in BJS. Next thought was: I already have a Follow Camera check box in TOB ( changes to babylonFileLoader too). Why not make it a drop down with as many Cameras as doable. Never knew there were so many cameras when I expanded the Cameras dir. Obviously, Camera & TargetCamera are meant only for sub-classing. The others I am not familiar with beyond what their name suggests. Some of them have extra constructor args, without defaults. Please comment on each that follow: ArcRotateCamera: constructor(name: string, public alpha: number, public beta: number, public radius: number, public target: any, scene: Scene) - can get target the same way as for FreeCamera & FollowCamera. - alpha, beta, radius could be custom properties, but not sure good defaults AnaglyphArcRotateCamera: constructor(name: string, alpha: number, beta: number, radius: number, target, eyeSpace: number, scene) - same as above for ArcRotateCamera - eyeSpace ? stereo vision? Why does OculusCamera not sub-class AnaglyphArcRotateCamera? DeviceOrientationCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera - Could this be to build an accelerometer based camera? GamepadCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera OculusCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera TouchCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera - pointer follower camera? VirtualJoysticksCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera - understand, except for the virtual part Also, what is probably the best camera to go anywhere, ArcRotateCamera or TouchCamera?
  21. Hello, Can someone please help me with setting correct model/scene for small scale object from Blender? I'm trying to create 3d-product preview for image html5 image editor (the idea is so user can edit canvas on the left, and it gets updated on the right babylon 3d scene, and the products must be real world size). The problem is that imported scene is realy small - object is very tiny, and zooming it creates too much movement Object is just a simple cup and is ~ 15cm x 9 cm x 9cm. You can check it - here is blender model: Function I use to display scene: BABYLON.SceneLoader.Load("", "images/CUP/source/cup.babylon", this.sceneVars.engine, function (newScene) { newScene.executeWhenReady(function () { $scope.babylon.sceneVars.scene = newScene; var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, 1.0, 1, new BABYLON.Vector3(0, 1, 0), newScene); newScene.activeCamera = camera; newScene.activeCamera.attachControl($scope.babylon.sceneVars.canvas); newScene.clearColor = new BABYLON.Color4(1,0,0,0); $scope.babylon.sceneVars.engine.runRenderLoop(function() { newScene.render(); }); }); }, function (progress) { }); Is there something wrong with camera position, or maybe with blender model?
  22. We are glad to present the community and the partners with the new 14.09 version of the Blend4Web framework. In this release we have prepared the most significant amount of features starting from the first public release half a year ago. All of this time we have been observing a stable growth of user interest to our product, which confirms the rightness of the principles behind it. Today it becomes obvious that emphasizing openness, independence from cloud services and using the open source tools fully justifies itself. Visual Logic Editor Throughout the period after the first release we have been receiving feedback from the community concerning the current Blend4Web functionality. One of the features mostly requested by the community - and absent - was the ability to implement interactivity without any coding. Today as the first step in the direction of creating a visual logic editor we present a new tool - NLA Script. As is evident from its name this editor is based on the Blender's in-built non-linear animation editor (NLA). This editor is intended for manipulating and synchronizing all the animated scene objects and also supports the playback of audio and particle systems. We have implemented the ability to add interactivity through using interface blocks containing the descriptions of actions taken in response to user actions. The only currently supported user action is mouse click on predefined 3D objects. In response its possible to play back NLA tracks from a certain frame (defined by a marker) - Select, or to move to another block - Jump. In order to demonstrate the new opening possibilities we present interactive infographic - the presentation of a light helicopter. Besides the now-traditional (for the last demo scenes) photo-realistic graphics achieved by our artists thanks to the visual shader editor, in this app the visual logic editor has been used for the first time (also by artists). Among the other possible applications of this simple yet effective tool we can list the following: interactive 3D web design, product promotions, learning materials, cartoons with the ability to choose between different story lines, point-and-click games and any other applications previously created with Flash. Shadows It is difficult to overestimate the importance of shadows for image perception. Shadows provide the viewer not only with information about the objects' outline but also about their height and relative position, light source position and so on. The shadow rendering system which has remained intact for a long period of time, has performed a qualitative leap in this release. For rendering shadows in extended landscapes Blend4Web uses the cascaded shadow maps (CSM) technique. In this release we have simplified the cascade border settings, implemented smooth transitions between them and also added support for fading out the last cascade with distance. Softened shadows not only look more expressive but also hide the jugged edges inevitable when using image-based techniques. In this release we used percentage-closer filtering (PCF) for rendering softened shadows. The shadow blurriness ratio can be set up separately for the first and the last cascades and automatically interpolated for the others. We have also implemented softened shadows support for transparent objects. And finally we have implemented settings to fight undesirable self-shadowing artifacts more effectively. These artifacts manifest themselves when an object casts and receives shadows at the same time. Also there is now a possibility to set up the shadow map size. Animation In order to hide a sharp transition at animation switching (for example a character was running and then stopped abruptly) it was required before to create the corresponding transition animations by hand. Now its history - we have implemented APIs by using which you can make Blend4Web perform the animation mixing automatically. In this release a new type of animation is added to those already supported by Blend4Web - now you can animate the Value node in node materials. Moreover multiple animated Value nodes are supported in a single material. The new functionality allows to change almost any material parameters freely in real time. Value node animation can also be used in the non-linear animation editor, which gives the possibility to control this process based on user actions - for example to change the helicopter's sheeting camouflage with a mouse click in an interesting way. Other Features The active position of our users helps us to add and improve the engine's functionality. Particularly according to the requests from our users we have added physics support to the standard web player (for the version with separately loaded JSON files). Also the possibility to hide the control panel has been added to the web player. By user request we have implemented a function which automatically applies scale to the object's mesh upon export. We have extended the functionality of the node editor by implementing some new nodes. Particularly the LEVELS_OF_QUALITY node allows artists to control the material behavior for different quality modes. Node blocks sharing is now possible thanks to the support of node groups. Now you can render certain transparent objects above all the others (e.g. to place markers on a model). Blender In conclusion we would like to note that our programmers have started to participate in the Blender project. This month the first patch has been accepted to the repository of this wonderful open source 3D modeling suite. This patch corrects the behavior of highlights on transparent surfaces. We hope to deepen and enhance our cooperation with Blender developers and the community.
  23. Blend4Web is an open-source WebGL framework which uses Blender as the primary authoring tool. It features native support for Blender's node materials, NLA editor, particle system, Bullet physics, positional audio and other Blender functionality. Demos and tutorials are available on the official website.
  24. I have been doing more testing of the Automaton / ShapeKeyGroup exporting from Blender / Tower of Babel. I have added a material with a texture to a mesh called Cloth that also has shapekeys. I had the hardest time getting any material to show textures from export, even though they looked perfect in Blender with F12. Finally isolated why using the camera-anim model. The cubes with textures also had a UVS Map thing. Everything was fine when I added a UVS to a non-shapekey mesh, Ground. When I added a UVS to Cloth, the number of positions changed, but not the number of indices. Crucially, the length of positions no-longer matched the length of the raw shapekey, hence the length error. My programming skills are exponentially better than graphics skills. Is there something I did wrong? BTW, I added a new warning if textures are detected in a mesh, but UVS not found. Here is the log file with Cloth has a texture, but no UVS (it worked in Babylon, but solid color) Tower of Babel version: 1.0.0, Blender version: 2.69 (sub 0)========= Conversion from Blender to Babylon friendly Python objects ========= Python World class constructor completed processing begun of material: automaton.cloth-like processing begun of material: automaton.ground-like processing begun of mesh: Ground num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Table WARNING: No materials have been assigned: num positions : 8 num normals : 8 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of mesh: Cloth num positions : 1156 num normals : 1156 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 6534 WARNING textures being used, but no UVS found Key shape not in group-state format, changed to: ENTIRE MESH-Draped DRAPED raw key length: 1156 processing begun of camera: Camera processing begun of light: Sun========= Writing of scene file started ================== Writing of scene file completed ================== Writing of typescript file started ================== Writing of typescript file completed ================== Writing of javascript file started ================== Writing of javascript file completed ================== Writing of html files started ================== Writing of html files completed ================== end of processing =========Here is the log file, after adding the UVS to cloth (errors in python): Tower of Babel version: 1.0.0, Blender version: 2.69 (sub 0)========= Conversion from Blender to Babylon friendly Python objects ========= Python World class constructor completed processing begun of material: automaton.cloth-like processing begun of material: automaton.ground-like processing begun of mesh: Ground num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Table WARNING: No materials have been assigned: num positions : 8 num normals : 8 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of mesh: Cloth num positions : 5366 num normals : 5366 num uvs : 10732 num uvs2 : 0 num colors : 0 num indices : 6534 Key shape not in group-state format, changed to: ENTIRE MESH-Draped DRAPED raw key length: 21========= An error was encountered ========= File "/home/jeff/.config/blender/2.69/scripts/addons/", line 272, in execute mesh = Mesh(object, scene, self.multiMaterials, nextStartFace, forcedParent, nameID) File "/home/jeff/.config/blender/2.69/scripts/addons/", line 1065, in __init__ self.shapeKeyGroups.append(ShapeKeyGroup(group, rawShapeKeys, self.positions)) File "/home/jeff/.config/blender/2.69/scripts/addons/", line 1513, in __init__ if not ShapeKeyGroup.same_vertex(keyA.vertices[i], positions[i]):ERROR: list index out of range========= end of processing =========
  25. Furnishing a Room. Part 1: Dynamic Loading