Search the Community

Showing results for tags 'blender'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • 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

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 329 results

  1. I am trying to import in my Three.js project a gltf model exported from Blender. The problem is that, in Three.js, all models materials are black (color: Color {r: 1, g: 1, b: 1}) while originally the mesh is green. I find this topic (http://www.html5gamedevs.com/topic/41196-object-always-exports-black-3dsmax-gltf-export/) that show how to solve the problem in 3dsmax, but how to solve for blender? Here my code in Three.js: var loader= new THREE.GLTFLoader(); loader.load( 'http://localhost/planegeometryeditor/meshes/map/firstterrain.gltf', function(gltf) { scene.add(gltf.scene); }, undefined, function (error) { console.error(error); } );
  2. I have created an 3D model of a HPC cluster rack using Blender and I have successfully loaded that moel in Babylon.js with animations. All is working fine. But I want to have a mouse hover effect on my model which will pop out the text/label of particular mesh. How I can achieve it, please give me some idea..!!
  3. Finally, after 6 weeks of hard work and 4 pre-releases we are excited to present Verge3D 2.9 for Blender! This release is so huge that we even thought of assigning a major version number (making it 3.0), but decided to save it for the future until we support a third 3D editor. Here is the list of the most significant features: Support for Blender 2.8 and the Eevee renderer! New Eevee-based demo – Scooter Customizer! HDR rendering pipeline and radiance HDR textures Post-processing effects – bloom, brightness-contrast, grayscale, DOF and SSAO Many new puzzles including those for changing RGB and Value nodes of materials and the world Better anti-aliasing for reflective materials Dozens of other improvements and bug fixes. Link to the fool article.
  4. From the version of the Blender exporter that deltaKosh wrote, the value for specular hardness was designated as the value for specularPower. This has to change for processing Cycles nodes, without baking. Ignoring the principled shader for now, this value now has an analog in the roughness value of a Glossy node. Problem is this is a value from 0 to 1. Also a value of 0 is shiniest while 1 is dullest. The default value is 64. MakeHuman imports to Blender change based on the render currently assigned. The eye mesh is the glossiest. When using the internal render the hardness is 500. Roughness in cycles is 0. Does a range of 500 (0) to 64 (1) make sense? There is very little in the way of documentation for this.
  5. I have several animations which are a single key frame. I guess we could say they're just a pose. Is there a way to transition to that pose smoothly? I'm imagining something like whatever the current animation code does to go from one frame to another, except it would go from bones in *any state* to moving those bones towards anything saved in a certain keyframe. Unless that stuff is baked, which I guess would be an issue. In any case, something like graduallyToPose(skeleton, someFrame, deltaToApply) is what I have in mind. Does something like that exist? Or are there some recommended building blocks from which I could make it? I see an easy way to make (fake?) an equivalent behavior with animation blending. If I turn all my poses into 2 keyframes then I can make each of them an ever-looping 2 frame animation. Then I can blend between them endlessly, smoothly moving my character from any pose to any pose, and even being able to interrupt any transition and go to yet another pose. I just wasn't sure how performance heavy that would be given that I don't actually have real animations, and I would be putting a dozen of these on 50+ meshes each. Edit: The animation blending demo https://www.babylonjs-playground.com/#IQN716#9 actually does have an 'idle' state which is 89 frames of no change and is essentially what I'm trying to get at with poses.
  6. Hi, I'm a newbie on BJS. Recently, I export the TOB js file from blender. When I use MeshFactory Class to import the mesh on BJS , Everything is alright. (pic1) When I start to apply the vertexDeform function in QueuedInterpolation.1.1.js , the morphing works well in positions However the texture turns out discontinuous effect. (pic2, triangle discontinuous dark shadow) It seems like something incorrect. Maybe normals or shadows or something else? After tracing the code in QI, I found that the compute normals is involved in vertexDeform related function So I try to cut down the problematic mesh part and remove the shape group in blender and export again, just wanna try if ComputeNormals could work well or not. But the new TOB js shows the same outcome. (Procedural is simple : (1) instance the mesh (2) Re ComputeNormals in BJS ) (a tiny clue : the fail area is just around the boundary of two different materials, don't know whether it's related) Call helps for the experts in this forum 1. What causes this issue? 2. Are there any recommended solutions to deal with this problem? (I'm afraid the vertexDeform/Morphing of Blender output mesh should always do the ComputeNormals function) The playground is as following ( Mesh.js without shape group. Just want to make sure the ComputeNormals works well or not) https://nedbenson.github.io/BJS_game/index.html
  7. I am thinking that I might make an AbstractMaterial class, which would handle baking, assuming that the API is the same regardless whether EEVEE or Cycles. Fingers crossed, since baking was renderer dependent before, which sucked. Then make 2 sub-classes, STDMaterial & PBRMaterial, assuming a PBR can use bake textures. Big problem in trying to detect if baking is the same across renderers is I cannot find any user interface on baking, just output. Any one have a clue? This is the Render Tab, where baking used to be: FYI, this is not an old build. I just got tired of looking at those awful new default colors, so I set theme back to 2.79
  8. An awesome series of game development tutorials. The famous Asteroids game is being recreated in Blender and WebGL, without using a single line of code! So far 7 videos are already available: Part 1: Modeling of the spaceship https://www.youtube.com/watch?v=Z-vFWHsTY0o Part 2: Creating materials for the spaceship. Outline effect https://www.youtube.com/watch?v=mwa5AHyteaE Part 3: Creating looping animated stars https://www.youtube.com/watch?v=5CklNN08V5A Part 3.5: Re-making stars animation with Verge3D Puzzles https://www.youtube.com/watch?v=XWECthVEONs Part 4: Adding keyboard controls https://www.youtube.com/watch?v=wFX6FRSyHZI Part 5: Modeling of asteroids. Materials and outlining https://www.youtube.com/watch?v=Ecgd5ZsU-N0 Part 6: Making asteroids move with Puzzles https://www.youtube.com/watch?v=3BdGNtMdGi0
  9. This interactive application was developed by a group of 3D graphics specialists from the Jet Propulsion Laboratory. Using Blender and Verge3D, the team led by Brian Kumanchik with support from Soft8Soft developers created an engaging WebGL experience to give you the opportunity to explore all the details of this mission. Enjoy Experience InSight by following this link. Click (or touch) and drag to explore this 3D visualization of the Mars InSight lander. Use the control panel on the left to learn about the lander’s components.
  10. Hi, I have a room designed in Unreal. I exported it as Fbx, imported this Fbx into Blnder and exported as Babylon file. But the babylon file is not displayed properly. (screen shot attached). No errors were reported during these conversions and all the texture files are there in the required location. No errors reported during loading of the babylon scene. I could not understand what is the mistake I did. Can you please help me on this? Thanks in advance.
  11. Back to the Lamps on Babylon / Open Contest! forum thread, I've commited myself to write a tutorial about my lightmap workflow. Here the demo: And here the first published version of the tutorial... but in french, for now 😄 https://www.nothing-is-3d.com/article25/de-blender-vers-babylonjs I will soon make available an english version, don't worry. [edit] english version is out: https://www.nothing-is-3d.com/article27/from-blender-to-babylonjs
  12. Hi Everyone! I am new to babylonJs and for the life of me can't figure out how to export a mesh that contains a displacement map. Does the blender exporter support displacement maps? If no then how can I apply a displacement map after the mesh has been exported to babylonJs? I have tried the following code after importing the mesh. Again I would prefer it if I can just export the mesh with the displacement mapping, but if that's not possible then I would like to apply it after it has been imported to babylonJs. BABYLON.SceneLoader.ImportMesh('', 'assets/models/island/', 'island.babylon', scene, function (newMeshes) { newMeshes[0].applyDisplacementMap('/assets/models/island/Sand_003_DISP.png', 0, 5); });
  13. Hi everyone, I start learning to use your software because he is really interesting and usefull but I encounter a serious problem with blender export animation. So I create some asset and put them little simple, but when I export the file and put it in babylon, all the animation are compiled in one and apply in all the assets; Let me show you with screen shots. As you can see in the first screen the asset have their own animation but in the 2 and 3 screenshot they have all animation of all the assets Is there a solution about that ? I'll be glad if someone as an answer, thanks you very much and have a nice day.
  14. So I have a scene that I got from another person that I've exported from Blender into Babylon, but whenever I try to render the scene dynamically it falls straight down. Changing the physics of the scene in Babylon doesn't seem to work, nor does creating a ground object with collisions enabled. I've attached the scene in question; what am I missing? example.babylon
  15. In a blender armature modifier there is a setting called "Preserve Volume" which basically stops meshes from collapsing on themselves in some bone-related animations. I'm a newbie animator, but I'm aware that there is more to joints+deformations than just checking the preserve volume box and hoping things look good. This is particularly relevant given that some game engines, such as our beloved BabylonJS (also Unity) do not have this feature. So the question here is really what techniques do people recommend for keeping joints rotating/bending and looking nice in Babylon? An extreme example of volume being preserved versus not preserved occurs when twisting a model comprised of two cubes and two bones. With volume preserved we get what appears to be the twisting of a square column: Without volume preserved, we get twisting that collapses in the vicinity of the joint, creating something like an hourglass: If the twisting motion continues the central joint will get all the way squished: Something similar occurs in other twists such turning a head, in certain shoulder rotations, in internal/external leg rotation at the hip, and probably a bunch of other scenarios. A milder deformation occurs in movements that are mostly single-dimension rotations such as a knee or elbow bend.
  16. How do I play animations created in the blender action editor? I'm trying to organize walk, run, idle, etc animations and start/stop them by name. Also is there a particularly good way to import the blender objects that don't have any world position when the game begins? I noticed there are many different ways to load things. Objects in this game are spawned in after a receiving a network message, so there's no pre-existing concept of a scene (or my brain just isn't used to thinking about scenes). Even the terrain itself is chosen by the server. Which loading strategy should I employ? Blender scene: Action editor from under the dopesheet: Loading and positioning the character (exported with blender/babylon exporter 5.6.4): BABYLON.SceneLoader.LoadAssetContainer("./", "blocky.babylon", this.scene, function (container) { console.log('CONTAINER', container) var meshes = container.meshes var materials = container.materials // manually position the object somewhere that i can see it when the game starts up let whatever = meshes[0] whatever.position.y = 21 whatever.position.z = 4 container.addAllToScene() // can i just get rid of this somehow? // would prefer something like scene.add(new BlockyEntity()), executed later }) When inspecting the loaded `container` object, none of the animations arrays are populated. There does appear to be a `container.skeletons[0]._ranges` that has properties that match the names of my animations (crazy, walk, walkdss, etc). I'm not sure how to play them. Here is the character (appears to be hovering on the last frame of one of one of the animations? or maybe this is just the pose it is in in blender not sure) Thanks
  17. I'm using addMeshTask to load my models, and I'd like to start loading bones from them as well. Is there a similar function for loading bones asynchronously? (The documentation seems silent on this point.)
  18. Hi guys! I'm trying to learn Babylon.js. It's really cool! I created a simple configurator with a mesh imported from blender and works fine on localhost. However, when I put my files online, I can't see the meshes and the page remains blank. The Console returns this error: . BJS - [17:53:08]: Unable to import meshes from 3d/cube.babylon: Failed to load scene. t._ErrorEnabled @ babylon.js:4 f @ babylon.js:36 (anonymous) @ babylon.js:36 p @ babylon.js:4 XMLHttpRequest.send (async) s @ babylon.js:4 d @ babylon.js:4 t.LoadFile @ babylon.js:4 b @ babylon.js:36 i @ babylon.js:37 (anonymous) @ babylon.js:37 load (async) t._checkManifestFile @ babylon.js:37 t @ babylon.js:37 i._loadData @ babylon.js:36 i.ImportMesh @ babylon.js:36 createScene @ configurator.js:71 (anonymous) @ configurator.js:100 It seems that the .babylon file does not exist... but it exists! If I create a simple cube or another mesh (not imported from blender) it works fine... I attach the project folder. And this is the url http://test.zerounosoftware.com/configuratore/ Thank you in advance! configuratore.zip
  19. Hello, For those that are interested, I have been able to tweak the Blender exporter to grab the vertex positions of a mesh over time and save it to metadata. As this comes straight from Blender it will also support PC2, MDD and animated modifiers. Files could end up quite large though if there's a lost of frames and / or a dense mesh. Clearly there's an issue with missing faces but here's a PG: https://playground.babylonjs.com/#XIF0AK#1
  20. Hello, For anyone that may be interested, I have been messing with mesh.py to get it to export Vertex Groups along with their associated indices and have attached it. I think @adam and @ozRocker have both asked about this and I'd definitely make good use of it. I'd be grateful if you could let me know if this works for you or not, please. It currently adds them under the 'meshes' as 'vertexGroups' Massive disclaimer: I am not good with Python! Thank you Problem: it duplicates indices. mesh.py
  21. We are glad to present a new release of Verge3D – the Blender version comes first this time. We included several significant improvements in this release, such as basic support for Cycles nodes, puzzles for dragging objects with the mouse or gestures and puzzles for limiting object movement, support for anisotropic filtering for textures, Unicode characters and new settings for constraints. We have also created a new application to demo all these features. In this release: • Support for Cycles renders, including physically-based lighting model and the Principled BSDF node! • New Puzzles for positioning, rotating and zooming objects by using the mouse or touch screen. This tool has unlimited possibilities whether it's controlling the a complex equipment or the simple arrangement of the furniture in your apartment. • Support for international and special characters for the names of objects, animations, files and projects. • Textures now look much better due to anisotropic filtering feature. • Ability to control constraints, procedural animations, sounds and many other features in the Puzzles editor. • Various UI/UX improvements in App Manager. Remember the NASA Curiosity application? Now you can create the same app without a line of code using only visual logic blocks, look at our new example. Link to the Industrial Robot demo Link to the Full Article
  22. I downloaded the latest blender exporter for Babylon (currently 5.6.2), but I noticed that when I try to export there are no options for the exporter. See here: I tried with blender versions 2.79 and 2.80, and while the exporter does work in 2.79 I can only export with the default options. I've always hated Python so I'm not clear exactly what's happening, but I did notice that if I combine the contents of the JsonMain and ExportSettingsPanel classes I do see the options panel as intended. Does anyone know what's going wrong here?
  23. This is a simple runner (walker exactly:) ) made with Verge3D engine and runs directly in the browser. All was modelled in Blender, even texturing in 90% made in Blender: I just set up shaders and light and baked it to texture. In my pipeline I've also used 3ds Max, Krita, Webflow, Gimp and Audacity. The game was made without coding in two weeks by only one artist. Character and most of the assets based on concepts of Vihn Nguyen . Thanks to Forget the Whale for the soundtrack. Link to the game: DIRECT LINK You can also download all source files with mesh, textures and sounds HERE Some art related to the game can be found here on my ARTSTATION PAGE
  24. Hello, I'm posting this partly to help anyone else who has struggled with this, but also to ask if I am doing something wrong / if this is a bug in the exporter. When I export a mesh from Blender with 'Shape Keys', I have to create two Keys in addition to the Basis for it to work in Babylon. One Key + basis: https://www.babylonjs-playground.com/#0XATER#1 Two keys + basis: https://www.babylonjs-playground.com/#0XATER
  25. Hello, Can mesh.lookAt be hardcoded into a .babylon file? If so, how? I have a few meshes in blender that I would like to use the 'Track To' constraint but I see that these are not supported for meshes in the exporter, whereas they are for cameras. I am hoping I can tweak the Blender > Bablyon exporter. I appreciate I can do the same thing in the js script, but I'd rather have Blender and the exporter do it for me. Cheers,