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Found 329 results

  1. So I just need some general advice and help on a game I'm making, first game I've made essentially been building on the same code through like 15 stages and since I'm new to html5 and javascript I've accrued a mass of errors and odd things in my code, but it "works". Here is my game thus far, it is called: Bellum Gerere My end goal is you the player have a healthbar (implies death, damage and survival) and you fight moving mesh objects, and after hitting them a couple times by shooting out a collision mesh on mouse click events the enemy dies and then you fight a boss. A larger mostly indestructible mesh with small vulnerable areas exposed in cycles. I want a very simplified version of Zone of The Enders 2 versus mode, or something like REZ, but more basic! simpler. I have some CSS errors, if someone could help with that... And sometimes some meshes aren't attached to the player as they should be. And yes, you're not supposed to be able to jump on all the meshes, but I'd like it so that you can't just go through them. SHORT TERM GOAL: setting a mesh to fire out out the player mesh and "hit" other meshes on mouse click. Let me know what you think, lag, glitches whatever, thanks.
  2. I would like to play with blender animations start, stop, forward and back. A link to my project. http://peter-asmus.de/babylon/bone/happy_profi_cube.html
  3. vbillet

    Blender Armature

    Hi, first of all, thank you for this great piece of code. I try to build a simple animation : 1 armature, 1 bone, and 1 cube parented to the bone. This animation works perfectly in blender. Unfortunately, it doesn't works in my babylon application. I used this code : BABYLON.SceneLoader.Load("", "myproject/assets/testRot.babylon", engine, function (newScene) { // Wait for textures and shaders to be ready newScene.executeWhenReady(function () { // Attach camera to canvas inputs newScene.activeCamera.attachControl(canvas); newScene.beginAnimation(newScene.skeletons[0],1,40,true,1.0); //newScene.meshes[0].parent=newScene.skeletons[0].bones[0]; // 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 }Is it possible to post a simple blender animation tutorial with export exemple. I join my sample blender file. Thank tou for your reply. testRot1.zip
  4. hello, i'm trying to export my baked ligthmaps from blender. As my model should not receive any dynamic lighting, i created the first UV set for the "Emit" slot and a second one, lightmap packed, for the "Ambient" slot. So i have two different sets of texture coordinates for two different texture slots. The python exporter seems to have problems with that: (excerpt from a simpe babylon file, exporting a quad) ,"uvs":[0.2066,0.2066,0.7934,0.2066,0.2066,0.7934,0.7934,0.7934],"uvs":[0.2066,0.2066,0.7934,0.2066,0.2066,0.7934,0.7934,0.7934]],"indices":[0,1,2,1,3,2] It produces two identical UV arrays and mistakingly adds a bracket "]" at the end of the second one. Does Babylon support multiple texture coordinates?And Is there a way to get them from blender or maybe with FBX? In addition, is there a way to exclude objects from dynamic lighting or specific lights?