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Found 329 results

  1. trollolloo

    meshes get same material

    I'm using BabylonJS V3 with Blender 2.79 to create product visualizations. Many times, it is necessary for me to define more complex shaders in the JS code. I'm using lines like scene.meshes[1].material.emissiveColor = new BABYLON.Color3(1, 0, 0); to define the shaders after export. Usually every mesh can get it's own shader this way. Unfortunately, I can't get it to work somehow. Even in small test scenes (one red icosphere, one green cube, a hemi lamp and a camera), both objects get the same material. When trying to change the appearance like shown above, both meshes change color. When I navigate the camera, so that one object isn't visible, the right material gets loaded (green, in my sample scene). Here is a small video of the strange behavior: https://imgur.com/a/zYlLT Both blender meshes have individual datablocks and individual materials. No duplication, instancing ... Do the mesh indices change, when a mesh gets unloaded? Where could I have made the mistake? In blender or in my .js? I am greatful for every hint!
  2. Hello all. I need some help figuring out why my animations won't play. I am a JavaScript developer delving into the world of Blender so I'm sure I'm missing something obvious. Versions: Blender 2.79 BabylonJS Blender Exporter 5.5.0 BabylonJS 3.2.0-alpha4 First off I have created a simple mesh in Blender with an Armature. I attached the Armature, weight painted it, and use Pose Mode + the Action Editor to create an Action. This part worked fine, beyond the pains of learning a new skill. My mesh has 3 total Actions that I can see: Action (which I did not create, it was there by default and I don't know how to remove it) character-walk (my final walk action) character-walkblock (a blockier version of the walk animation that I left for the purposes of testing use of multiple actions in BabylonJS) The walk and walkblock animations both play and render fine in Blender. The Action has no frames so does nothing. I'm not sure if Action is significant or not but I'm at a loss of how to remove it. I used the BabylonJS Exporter to create a .babylon file of my scene. Here is the log output: Exporter version: 5.5.0, Blender version: 2.79 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false flat shading entire scene: false inline textures: false texture directory: C:\source\omnispace\assets\babylon\ Python World class constructor completed processing begun of skeleton: Armature, id: 0 processing begun of bone: Body, index: 0 processing begun of bone: Torso, index: 1 processing begun of bone: Head, index: 2 processing begun of bone: Arm_L, index: 3 processing begun of bone: Forearm_L, index: 4 processing begun of bone: Hand_L, index: 5 processing begun of bone: Arm_R, index: 6 processing begun of bone: Forearm_R, index: 7 processing begun of bone: Hand_R, index: 8 processing begun of bone: Leg_L, index: 9 processing begun of bone: Foot_L, index: 10 processing begun of bone: Leg_R, index: 11 processing begun of bone: Foot_R, index: 12 processing action Action: in[0 - 1], out[0 - 1] processing begun of mesh: character animation processing begun WARNING: action Action has no frames, ignored. processing action walk: in[1 - 33], out[0 - 33] processing action walkblock: in[1 - 33], out[40 - 73] processing begun of Standard material: Material num positions : 82 num normals : 82 num uvs : 0 num uvs2 : 0 num colors : 328 num indices : 444 Skeleton stats: Total Influencers: 286 Avg # of influencers per vertex: 3.4878 Highest # of influencers observed: 8, num vertices with this: 1 exported as 8 influencers num skeletonWeights and skeletonIndices: 656 processing begun of camera (UniversalCamera): Camera processing begun of light (POINT): Lamp ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= elapsed time: 0 min, 0.1393 secs Which looks fine, beyond the warning about Action not having frames. Finally I import the mesh in my project. Here's the code for how I do that: scene.executeWhenReady(function () { let loadedMeshes, loadedSkeletons; return new Promise(resolve => { BABYLON.SceneLoader.ImportMesh("", "dist/babylon/", "character.babylon", scene, (meshes, particleSystems, skeletons) => { loadedMeshes = meshes; loadedSkeletons = skeletons; // None of these work (note I tried each of them by itself, not all at once) // scene.beginAnimation(meshes[0], 1, 20, true, 0.5); // scene.beginAnimation(meshes[0].skeleton, 1, 20, true, 0.5); // scene.beginAnimation(skeletons[0], 1, 20, true, 0.5); // skeletons[0].beginAnimation("Action", true, 0.5); // skeletons[0].beginAnimation("walk", true); // skeletons[0].beginAnimation("character-walk", true); resolve(); }); }) .then(() => { const light = new BABYLON.HemisphericLight("ambient", new BABYLON.Vector3(0, 1, 0), scene); light.specular = new BABYLON.Color3(0, 0, 0); // Turn off reflections from this light const unitsAway = 30; camera = new BABYLON.FollowCamera("camera", new BABYLON.Vector3(unitsAway, unitsAway, -unitsAway), scene); camera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA; // Here we make height 1/2 of width, a typical isometric style camera.orthoTop = unitsAway / 2; camera.orthoBottom = -unitsAway / 2; camera.orthoLeft = -unitsAway; camera.orthoRight = unitsAway; // target the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // attach the camera to the canvas camera.attachControl(this.canvas, false); engine.runRenderLoop(function () { // Register a render loop to repeatedly render the scene scene.render(); }); }) .then(() => { // They don't work here either (note I tried each of them by itself, not all at once) // scene.beginAnimation(loadedMeshes[0], 1, 20, true, 0.5); // scene.beginAnimation(loadedMeshes[0].skeleton, 1, 20, true, 0.5); // scene.beginAnimation(loadedSkeletons[0], 1, 20, true, 0.5); // loadedSkeletons[0].beginAnimation("Action", true, 0.5); // loadedSkeletons[0].beginAnimation("walk", true); // loadedSkeletons[0].beginAnimation("character-walk", true); }); }); The mesh loads and there are no errors. But none of the animation statements cause it to use any of the actions. There are some interesting things I noted in the .babylon file JSON:
  3. I've been googling around for a week trying to find the answer without much success. I basically have a blender file which I try to export with animation to Babylon.js. First I made the mesh animate in Blender which doesn't work since I use need skeletons to animate. Then I created an armature with a bone and redid all the animations. Now I binded the object/mesh to the bone and the animation looks well and all in Blender. Even when I export the .babylon file I see the `skeletons: []` being defined in the file. But upon importing there are no skeletons included. The connection between the mesh and skeleton is through "childOf: skeleton" which might not be ideal. However the only other solution I've found that might work is putting bones everywhere with automated weight and hope that all meshes gets moved in the animation; which they don't. I've also done Bake Action prior to exporting. I simply wish to get the animation from Blender into Babylon.js. There might be something obvious I'm missing so help is appreciated. controller.babylon controller.log
  4. Hello, I'm having an issue when trying to import a blender model (i.e. .babylon). I have created a simple bottle in blender with multimaterials (3 colors) and export it to .babylon. Here is the snippet code: var bottleMeshTask = assetsManager.addMeshTask("BottleTask", "Bottle", "assets/Bottle/", "bottle.babylon"); bottleMeshTask.onSuccess = function (task) { console.log(task); bottle = BABYLON.Mesh.MergeMeshes(task.loadedMeshes, true, true, null); bottle.position.z = -150; bottle.position.y = 0; bottle.position.x = 10; bottle.rotation.z = Math.PI / 2.0; bottle.scaling = new BABYLON.Vector3(0.3, 0.3, 0.3); console.log(bottle); }; bottleMeshTask.onError = function (task, message, ex) { console.log(message, ex); } assetsManager.load(); The problem is that when I insert the asset using the addMeshTask(...) it only shows the top first material. Any ideas? bottle.babylon bottle.blend
  5. Hi, When I create a cube in Blender scene, add alpha transparency, then export it as *.babylon file - cube has extra diagonals, which badly affects how transparent cube looks. How they can be removed?
  6. I'm struggling with getting this girl to walk and make facial expressions. If I separate the head, the head moves when using the "pout" morph. https://playground.babylonjs.com/#BDG7ME#11 If I apply to the whole body, the rest pose is applied to the walk. https://playground.babylonjs.com/#BDG7ME#15 Both work fine in Blender though. Is there something else I need to do to get morphing working with armature animation?
  7. I'm using Blender exporter 5.5 I have a mesh that has a bunch of materials. I exported to Babylon.js format but all the textures got merged into one texture. I researched further and discovered that I had 5 materials but only 2 "UV Map" entries. I added a new "UV Map" entry for each material and assigned their textures to use that UV map, but it didn't make a difference. Is there something I'm forgetting to do?
  8. mikhluz

    The Verge3D engine First Release!

    The first version of Verge3D is out! With Verge3D you can publish your 3D models on the Internet, create high-quality and smart 3D configurators, product presentations, e-learning applications and games. Use PBR-materials and the shader node editor to impress your audience with photoreal graphics. Design interactive scenarios with Puzzles, a next-gen visual programming tool. It is time to create interactive visuals for your online projects! Press release: https://www.soft8soft.com/verge3d-1-0-released/ #verge3d #3dweb #webgl #javascript #b3d #soft8soft #puzzles
  9. Hello, I have a very simple animation in Babylon.js using an exported Blender scene; a cube that starts at 0°, rotates 90° then back to 0°. I start this animation using using a function containing this: scene.beginAnimation(scene.getMeshByName("Cube"), 0, 60, false); The Blender file has 3 keyframes and I do not want to bake them before exporting - all easings need to be in Babylon. How to I apply easing to an easing function, say, QuadraticEase() using EASINGMODE_EASEINOUT to this in Babylon? Any help would really be appreciated. Thank you.
  10. Hello, I cannot get a .babylon file to load. There are no console errors, and the scene is extremely simple. I tried to load on the playground as well, and it won't load there either. Are there any issues with the Blender .babylon exporter at this time? Please take a look if you can. http://qedsoft.com/DEMOS2017/bjs_loader/index.html Thanks, DB
  11. Hello, This is more like a general question, but during the last years many things has changed, somewhere syntax, somewhere architecture. Blender has changed, babylon.js too. I would like to know what is a recommended workflow today (in 2017/2018 and future) for creation a complete and complex game scene - with all lights, shadows, camera, collisions, sounds, textures, locations, different meshes etc. ? Lets say we don't use any physics plugins, because most important things are already built-in. Also the priority is a resulting performance. Is it enough and efficient to use Blender only? I see in some examples people still do "ImportMesh" and then in a loop "meshes.forEach..." to configure imported meshes. Also some tutorials are too old because Blender has changed and I haven't found out how to enable babylon's camera-to-mesh collisions. So.. your thoughts? Everything in Blender (other tool) or import meshes one by one and continue with a plain JavaScript?
  12. Hello, I'm a newbee at babylonjs and I'm currently learning the BJS engine as well as the blender for 3d modelling. I have a problem when I import a .babylon file that I have created in blender. What I want to do is after loading the model, to set an ArcRotate camera to the model. I'm using this propery in order to set the target: var assetsManager = new BABYLON.AssetsManager(scene); var boatMeshTask = assetsManager.addMeshTask("BoatTask", "Boat", "assets/Boat/", "tugboat.babylon"); boatMeshTask.onSuccess = function (task) { model = task.loadedMeshes[0]; model.position.z = -80; model.position.y = 3; camera.target = model; camera.lockedTarget = model; }; assetsManager.load(); ... The problem is that when I try to apply a rotation to the model at Z axis, my skybox rotates as well. I'm using BABYLON.Space.LOCAL. For translation I'm using the following code: model.rotate(BABYLON.Axis.Z, rotationAngle, BABYLON.Space.LOCAL); This is the model I try to load: https://cbml.ddns.net/index.php/s/gaRUgfazEjad4b7 Any suggestion;
  13. Hi All, Asking these questions now could save me weeks of trial and error. Any advice would be much appreciated. Essentially, I am creating a humanoid dancer whose animations I will need realtime control over, at least in terms of sequencing them. I'm using Blender to create the humanoid, but the animation part can either be done in Blender or directly in BJS. I've already started going through the forum to learn what works and does not work with Blender exporting so I will try to not ask too many questions that already have answers (I might fail at this). Here are questions that I think will help guide me to make smart choices: * I think it's important to note that I only need to import my mesh (and potentially the armature/animation, if I go that route). I do not need to import any textures, cameras, lights or environment. The Morph Target Option 1. If I use BJS Morph Targets should I export my humanoid mesh in various positions so that I end up with say 8 OBJ or Babylon files for import? 2. If I use Morph Targets is there any benefit to using the Babylon export format over using OBJ, glTF or any other format? 3. Hopefully I can pose my mesh with rigify armature and then delete it so that I'm not unnecessarily importing the armature as well since I'm just doing Morph Targets with this option, but if anyone has experience with this, any advice would be much appreciated? The armature (with Rigify) Option 4. Are there any new features with BJS 3.0/3.1 I should know about (that aren't documented fully yet) if I go the skeletal armature route? 5. Is the Babylon export format the best way to import my mesh with armature? Last two questions (and thanks for bearing with me) 6. The Blender Babylon exporter gives an error when I don't have a camera in my Blender scene. Is there any reason I need to include a camera? I'm planning on setting that up in BJS of course. 7. I've done some preliminary tests on exporting just my mesh (it has multiple sub objects, but no armature) from Blender with the Babylon exporter and sometimes I see a series of errors. Picture attached. If anyone has experience and is familiar with these errors any words of wisdom would be appreciated. I will work on trying to make (if possible for my needs) my total mesh just one mesh instead of having multiple parts to simplify my tests. I realize I'm asking a lot here so please feel free to respond to 1 or more questions or none, if you are busy : )
  14. I am using Blender 2.79 version and Blender2Babylon-5.4 exporter. I am getting error while exporting it to .babylon scene Attaching the blend file as well as the log file. Please help. -Ashish pump_oil_blendswap.blend pump_oil_blendswap.log
  15. hello, just started with babylon and got an fbx file exported from blender to .babylon. using `BABYLON.SceneLoader.Load` to get my object. The camera is rotation around its axis and instead I would like it to rotate around the object. Playground: http://www.babylonjs-playground.com/#JR2HVU don't know how to use an external file for the car, but I hope you guys can at least look at the code and maybe spot something i'm doing wrong. thank you
  16. Hello, What is the simplest OR best way to get a cube to copy a footIK bone transforms (location/rotation) AND export successfully? When the right foot IK is posed, the cube mimics the transform in Blender, but on export the cube has no animation. How to get the cube to mimic the footIK transform? NOTE: not a case of applying transforms (did that).
  17. Hi, was testing my personal project: a low poly mesh with a few actions exported using the b2b exporter v5.4. The animation range in the start frames are off by 1. My actions start from frame 1, exported babylon file shows frame 0 and testing confirms the animation when triggered doesn't loop nicely. Currently, the mesh has 4~5 actions, project upon completion should have a few hundred or so. Just curious, is this bug from the exporter or blender ? Should I start thinking about coding a fix when ImportMesh is called from babylon ? Or is this like a quick 2s fix on the exporter ? Pls do not tell me that I have to edit it manually... Thanks for reading and hope it helps, cheers
  18. QUESTION: What are the minimum steps required to get a bone to export from blender and to be visualized with Debug.SkeletonViewer? Having trouble making a cube add a bone and then export to babylon. After a bunch of variations I see why... there are many steps: Applied: Object->Apply->Location & Rotation & Scale. And ensured Camera Icon is on Armiture (exporting). Weight Painted. Or setParent-> Auto Weights. And added Armiture modifier... still no bones. Tried two different loading types, two different export types (Tower of Babel), and then... #3 glTF. Fabulous! I'll leave the tips that I find below. GOAL: open blender > add 1 bone inside a cube or tube and > export to .babylon > then see bone with Debug.SkeletonViewer. PURPOSE: to run a bunch of test animations on bones (at runtime). CONTEXT: Blender version (2.78) and updated the exporter (babylon.js ver 5.4.2). Also Tower of Babel, and glTF exporter 1.0. UPDATE: glTF animations look promising. I'll provide answer here for minimum steps to animate GLTF Blender Export. Any tips of things to try in this experiment? Thx.
  19. Hello! So this is weird.... I've got a rigged character in Blender that I want to duplicate so that I can animate a scene with two characters interacting. The issue I'm having is that when I duplicate that mesh in Blender (by selecting both the mesh and the armature and pressing Shift + D) and export it, the duplicated character is rotated differently in my BJS scene than it was in Blender. If I rotate the duplicated mesh 45 degrees (along the Z axis) in Blender, then export it to a .babylon file, it renders as being rotated 90 degrees in BJS. Rotating him 90 degrees in Blender gets even weirder: the mesh starts rotating along a different axis. And if I rotate him further then he starts doing all sorts of crazy acrobatics. Here's a few screenshots of what I'm talking about: Any ideas why it's rotating like this or how I might fix it? I have a hunch it's something to do with how I duplicated the mesh (maybe Shift + D was a bad idea? Is there a better way to duplicate this rigged mesh?) but I'm a newbie to Blender and BJS and I'm at a loss here. My log file didn't return any errors when I exported the .babylon file too, for what that might be worth. I'd be happy to attach the .blend and .babylon files too if that'd help diagnose it, just let me know! As a side note, I've been lurking these forums for a while and its incredible how helpful everyone here has been. Your answers on all these countless old topics has helped me get this far, I feel like I already owe you guys big time.
  20. How would I reference a light imported from Blender? I'm appending a scene with a directional light (sun) as follows: BABYLON.SceneLoader.Append("", "museumScene.babylon", scene); Now, if I add a "fire when fully imported" function to return the array of lights in the scene, I see my sun in the console just as I'd expect: BABYLON.SceneLoader.Append("", "museumScene.babylon", scene, console.log(scene.lights)); However, if I try to reference the sun in the normal way, I only get null: BABYLON.SceneLoader.Append("", "museumScene.babylon", scene, console.log(scene.getLightByName("sun")));
  21. Hello community, i am new here, because i have any questions about blender + babylon.js I want to create a game (oh, really ? :D), write the logic in JavaScript and the design stuff in blender. Now i am an point i dont know how to group objects in blender, so in can use them in babylon.js I am great in Webdevelopment but terrible in blender (no experience) I am able to add stuff like tubes, cubes, etc. but not shure about how to group them so babylon.js can create meshes out of the groups. It seems to babylon.js create for every item (cubes, tubes, ...) i add in blender a new mesh. I want that when i group things, that only for the group are meshes created. (See screenshot) BTW i export every thing as *.obj And (for this point not necessary), how can in group, groups to an whole "item", like an building, car, or something else ? Thanks guys!
  22. Ok I make two animation actions. ElevatorComponent1 (timeframe 0-240) ->Elevator1Action and ElevartorComponent2->Elevator2Action (timeframe 0-200). In Blender it looks fine/OK. Each elevator animate (loop animation of each object 1.ElevatorComponent1 and 2.ElevartorComponent2) Play look fine in blender. You can see it. (I attach blender file) I use only (Visual Location) for both animations. When I export from blender to .babylon. Exporter doesn't export as it should! Range and positions values are not OK !! WHY? IS THERE ANY BUG IN BLENDER->BABYLON EXPORTER ? (IS THERE ANY WAY TO MAKE FOR EACH OBJECT ITS OWN TIME_LINE FOR ANIMATION? HOW?) Can anybody take a look (ATTACHED FILE) and export it into babylon.js and see what is with range and positions values - is there bug??? Here is video https://www.dropbox.com/pri/get/Public/Screencast 2017-06-26 10%3A49%3A24.mp4?_subject_uid=20766916&w=AADvbTlbugqn3hWDvW0TvcKrFlvCsAGWkYMR1IlRIqyGdg (if I export to .babylon (ATTACHED FILE) file and put load it or put in sandbox it is confusion !! @gryff @JCPalmer @Deltakosh Maybe we can fix with editor inside babylon file. BUT IF I BUILD MODEL OVER AND OVER (WORKFLOW) THAN IF EXPORTER DOES NOT WORK OK. THAN THIS IS USELESS. Is possible to fix exporter? Greetings Ian ModelFInish_1.blend.zip ModelFInish.babylon
  23. Hello, I am developing a 3d page, with babylonjs, I have the scene, that I am modeling and exporting in "blender" to a babylon file. In code I am adding shadows and lights, some of these lights I need turn on an turn off whe the lamp is clicked. I create the lights like this: //Luz global light[0] = new BABYLON.DirectionalLight("LuzGlobal", new BABYLON.Vector3(0, -1, 1), scene); light[0].diffuse = new BABYLON.Color3(1, 1, 1); light[0].specular = new BABYLON.Color3(1, 1, 1); light[0].direction = new BABYLON.Vector3(0, -1, 1); light[0].position.x = 27; light[0].position.y = 28; light[0].position.z = -89; light[0].intensity = 1.0; //createLensFlare(); //Creamos las luces de las lamparas light[1] = new BABYLON.SpotLight("lampara1", scene.getMeshByName("lamp1").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[1].diffuse = new BABYLON.Color3(1, 1, 1); light[1].specular = new BABYLON.Color3(1, 1, 1); light[2] = new BABYLON.SpotLight("lampara2", scene.getMeshByName("lamp2").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[2].diffuse = new BABYLON.Color3(1, 1, 1); light[2].specular = new BABYLON.Color3(1, 1, 1); light[3] = new BABYLON.SpotLight("lampara3", scene.getMeshByName("lamp3").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[3].diffuse = new BABYLON.Color3(1, 1, 1); light[3].specular = new BABYLON.Color3(1, 1, 1); light[4] = new BABYLON.SpotLight("lampara4", scene.getMeshByName("lamp4").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[4].diffuse = new BABYLON.Color3(1, 1, 1); light[4].specular = new BABYLON.Color3(1, 1, 1); And I switch the state like this: // Apagamos o prendemos la luz de la lampara 1 scene.getMeshByName("lamaparaCalle1").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle1").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[1].isEnabled() == true){ light[1].setEnabled(false); if(scene.getMeshByName("vlsT1") != null) scene.getMeshByName("vlsT1").setEnabled(false); } else{ light[1].setEnabled(true); if(scene.getMeshByName("vlsT1") != null) scene.getMeshByName("vlsT1").setEnabled(true); } })); // Apagamos o prendemos la luz de la lampara 2 scene.getMeshByName("lamaparaCalle2").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle2").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[2].isEnabled() == true){ light[2].setEnabled(false); if(scene.getMeshByName("vlsT2") != null) scene.getMeshByName("vlsT2").setEnabled(false); } else{ light[2].setEnabled(true); if(scene.getMeshByName("vlsT2") != null) scene.getMeshByName("vlsT2").setEnabled(true); } })); // Apagamos o prendemos la luz de la lampara 3 scene.getMeshByName("lamaparaCalle3").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle3").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[3].isEnabled() == true){ light[3].setEnabled(false); if(scene.getMeshByName("vlsT3") != null) scene.getMeshByName("vlsT3").setEnabled(false); } else{ light[3].setEnabled(true); if(scene.getMeshByName("vlsT3") != null) scene.getMeshByName("vlsT3").setEnabled(true); } })); // Apagamos o prendemos la luz de la lampara 4 scene.getMeshByName("lamaparaCalle4").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle4").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[4].isEnabled() == true){ light[4].setEnabled(false); if(scene.getMeshByName("vlsT4") != null) scene.getMeshByName("vlsT4").setEnabled(false); } else{ light[4].setEnabled(true); if(scene.getMeshByName("vlsT4") != null) scene.getMeshByName("vlsT4").setEnabled(true); } })); But the first time that i turn off the lights the scene is paused and then continue, what is the best way to do that? maybe I am doing something wrong. the complete source is: https://github.com/flelix/entorno-models.git the project path is: entorno-models/code/proyBabylon/p2/ thanks and regards
  24. Raghavender Mylagary

    Blender to babylon export error

    Hi @Deltakosh@JCPalmer @Wingnut @RaananW@JohnK I am trying to export a model from blender to babylon and I am getting the below error while exporting. ========= An error was encountered ========= File "C:\Users\Raghav\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\babylon-js\json_exporter.py", line 152, in execute self.to_scene_file() File "C:\Users\Raghav\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\babylon-js\json_exporter.py", line 212, in to_scene_file mesh.to_scene_file(file_handler) File "C:\Users\Raghav\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\babylon-js\mesh.py", line 634, in to_scene_file if self.hasSkeleton: ERROR: 'Mesh' object has no attribute 'hasSkeleton' ========= end of processing ========= I attached the log file that is generated while exporting. Thanks, Raghavender Mylagary untitled.log
  25. I am just learning blender and babylon. blenderpic.tiff shows what it looks like in blender, which is what I am trying to do. Babylon.tiff shows what it looks like in babylon, which is a mixed up mess. Getting frustrated and found the butterfly_shpere_TEXTURE.jpg, which I am guessing the export is creating and then using in babylon which is wrong. Again I don't know much, but would appreciate any help. In blender I am only using material, texture and the uv map editor. I would gladly provide other information if it would help, but don't know what is needed. blenderpic.tiff babylon.tiff speretext.tiff it works if the wings are all one texture and the body is just a color.