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Found 72 results

  1. I am trying to export a Max file that contains animation and a CAT rig. For some reason I get an error about a path not being supported(see screenshot). As some of these files will export at greater than 500MB by my estimation, I am not sure I can get away with using them without some type of compression. Has anyone seen this issue before? How do I fix it? I am using Max 2014 with the latest exporter for Max 2013 Thanks
  2. Hi everyone, I'm just a newbie exploring the possibilities with babylon.js. I have gone through simple tutorials and managed to create some shapes, explored the light and camera options. Then I wanted to insert more complicated things in my scene and downloaded blender for creating those scenes. As it turns out blender was a little bit complicated for me to create something sophisticated so I searched for models created by other users. I found this soccer stadium model: http://www.blendswap.com/blends/view/62667 , and thought it would be great playground for my little shapes to move around. I tried to export the scene as it is to .babylon file using the babylon exporter for blender but there was some problems with the windows of the stadium. I couldn't find a way around to make it work with windows, so I removed the window layers from the scene and exported .babylon file this time. But the scene on babylon didn't look like the images that are rendered in the blender. This might be a stupid expectation since I don't know too much about this stuff. But I think there should be a way to accomplish this. Then I found out that I'm getting the openGL rendered version of the scene rather than full render. Difference is as follows: OpenGL: full render: Is there any possible way to export the scene as it looks like the full render option? Thanks.
  3. I am trying to add a car to a scene. I am using Blender 2.75a, and Babylon 2.2. For the Tato Nano model at : http://nextwavemultimedia.com/html/3dblendermodel.html I am getting the following log error: ( I wanted to attach is the .blend file, but it does not allow, nor even the .log) processing begun of mesh: Circle.011processing begun of Standard material: Chromeprocessing begun of Standard material: Material.011processing begun of Standard material: Chrome.001processing begun of multimaterial: Nano_with_ambient_occlusion.Multimaterial#9========= An error was encountered ========= File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 288, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 925, in __init__ warn('Due to multi-materials & this meshes size, 32bit indices must be used. This may not run on all hardware.', 2)ERROR: name 'warn' is not defined========= end of processing ========= With the yellow chevrolet at that page I get a different error: Exporter version: 3.0.4, Blender version: 2.75 (sub 0)========= Conversion from Blender to Babylon.js =========Python World class constructor completedprocessing begun of mesh: Mesh.029processing begun of Standard material: glassnum positions : 19968num normals : 19968num uvs : 0num uvs2 : 0num colors : 0num indices : 19968processing begun of mesh: Mesh.028processing begun of baked material: Mesh.028Internal baking texture, type: TEXTURE, mapped using: BakingUVInternal baking texture, type: NORMALS, mapped using: BakingUVnum positions : 18432num normals : 18432num uvs : 36864num uvs2 : 0num colors : 0num indices : 18432processing begun of mesh: Mesh.027processing begun of Standard material: Material.001WARNING: Mesh has no UV maps, material: "Texture.002" ignorednum positions : 744num normals : 744num uvs : 0num uvs2 : 0num colors : 0num indices : 744WARNING: # of 0 area faces found: 64processing begun of mesh: Mesh.010WARNING: No materials have been assigned: num positions : 2688num normals : 2688num uvs : 0num uvs2 : 0num colors : 0num indices : 2688processing begun of mesh: Mesh.026processing begun of Standard material: Materialnum positions : 6num normals : 6num uvs : 0num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Mesh.023processing begun of Standard material: lightWARNING: Mesh has no UV maps, material: "Texture.001" ignorednum positions : 1344num normals : 1344num uvs : 0num uvs2 : 0num colors : 0num indices : 1344processing begun of mesh: Mesh.022processing begun of Standard material: rimWARNING: Mesh has no UV maps, material: "Texture" ignorednum positions : 4836num normals : 4836num uvs : 0num uvs2 : 0num colors : 0num indices : 4836processing begun of mesh: Mesh.011registered as also a user of material: rimnum positions : 9072num normals : 9072num uvs : 0num uvs2 : 0num colors : 0num indices : 9072WARNING: # of 0 area faces found: 4processing begun of mesh: Mesh.021processing begun of baked material: Mesh.021Internal baking texture, type: TEXTURE, mapped using: BakingUVInternal baking texture, type: NORMALS, mapped using: BakingUVnum positions : 2376num normals : 2376num uvs : 4752num uvs2 : 0num colors : 0num indices : 2376processing begun of mesh: Mesh.020registered as also a user of material: rimnum positions : 4800num normals : 4800num uvs : 0num uvs2 : 0num colors : 0num indices : 4800WARNING: # of 0 area faces found: 122processing begun of node: Empty.002processing begun of mesh: Mesh.025registered as also a user of material: rimnum positions : 3744num normals : 3744num uvs : 0num uvs2 : 0num colors : 0num indices : 3744processing begun of mesh: Mesh.019registered as also a user of material: rimnum positions : 3084num normals : 3084num uvs : 0num uvs2 : 0num colors : 0num indices : 3084processing begun of mesh: Mesh.018processing begun of Standard material: tyrenum positions : 65535num normals : 65535num uvs : 0num uvs2 : 0num colors : 0num indices : 65535WARNING: The following mesh has exceeded the maximum # of vertex elements & will be broken into multiple Babylon meshes: Mesh.018processing begun of mesh: Mesh.0181registered as also a user of material: tyrenum positions : 44349num normals : 44349num uvs : 0num uvs2 : 0num colors : 0num indices : 44349processing begun of mesh: Mesh.017registered as also a user of material: tyrenum positions : 0num normals : 0num uvs : 0num uvs2 : 0num colors : 0num indices : 0processing begun of node: Empty.001processing begun of mesh: Mesh.024registered as also a user of material: rimnum positions : 3744num normals : 3744num uvs : 0num uvs2 : 0num colors : 0num indices : 3744processing begun of mesh: Mesh.008registered as also a user of material: rimnum positions : 3744num normals : 3744num uvs : 0num uvs2 : 0num colors : 0num indices : 3744processing begun of mesh: Mesh.002registered as also a user of material: tyrenum positions : 65535num normals : 65535num uvs : 0num uvs2 : 0num colors : 0num indices : 65535WARNING: The following mesh has exceeded the maximum # of vertex elements & will be broken into multiple Babylon meshes: Mesh.002processing begun of mesh: Mesh.0021registered as also a user of material: tyrenum positions : 43689num normals : 43689num uvs : 0num uvs2 : 0num colors : 0num indices : 43689processing begun of mesh: Mesh.015registered as also a user of material: rimnum positions : 9984num normals : 9984num uvs : 0num uvs2 : 0num colors : 0num indices : 9984processing begun of mesh: Mesh.014registered as also a user of material: rimnum positions : 13056num normals : 13056num uvs : 0num uvs2 : 0num colors : 0num indices : 13056processing begun of mesh: Mesh.013registered as also a user of material: tyrenum positions : 28416num normals : 28416num uvs : 0num uvs2 : 0num colors : 0num indices : 28416processing begun of mesh: Mesh.012registered as also a user of material: tyrenum positions : 32460num normals : 32460num uvs : 0num uvs2 : 0num colors : 0num indices : 32460WARNING: # of 0 area faces found: 44processing begun of node: Emptyprocessing begun of camera (FreeCamera): Cameraprocessing begun of mesh: Mesh.00processing begun of baked material: Mesh.00Internal baking texture, type: TEXTURE, mapped using: BakingUVInternal baking texture, type: NORMALS, mapped using: BakingUVnum positions : 65535num normals : 65535num uvs : 131070num uvs2 : 0num colors : 0num indices : 65535WARNING: # of 0 area faces found: 43WARNING: The following mesh has exceeded the maximum # of vertex elements & will be broken into multiple Babylon meshes: Mesh.00processing begun of mesh: Mesh.001processing begun of baked material: Mesh.00Internal baking texture, type: TEXTURE, mapped using: BakingUVInternal baking texture, type: NORMALS, mapped using: BakingUVnum positions : 65535num normals : 65535num uvs : 131070num uvs2 : 0num colors : 0num indices : 65535WARNING: # of 0 area faces found: 49processing begun of mesh: Mesh.002processing begun of baked material: Mesh.00Internal baking texture, type: TEXTURE, mapped using: BakingUVInternal baking texture, type: NORMALS, mapped using: BakingUVnum positions : 65535num normals : 65535num uvs : 131070num uvs2 : 0num colors : 0num indices : 65535WARNING: # of 0 area faces found: 43processing begun of mesh: Mesh.003processing begun of baked material: Mesh.00Internal baking texture, type: TEXTURE, mapped using: BakingUVInternal baking texture, type: NORMALS, mapped using: BakingUVnum positions : 65535num normals : 65535num uvs : 131070num uvs2 : 0num colors : 0num indices : 65535WARNING: # of 0 area faces found: 49processing begun of mesh: Mesh.004========= An error was encountered ========= File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 288, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 656, in __init__ instRot = scale_vector(rot.to_euler('XYZ'), -1)ERROR: local variable 'rot' referenced before assignment========= end of processing =========elapsed time: 0 min, 29.176 secs
  4. 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/io_export_babylon.py", line 287, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "/home/fariazz/.config/blender/2.70/scripts/addons/io_export_babylon.py", line 695, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "/home/fariazz/.config/blender/2.70/scripts/addons/io_export_babylon.py", 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/ops.py", 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.
  5. I have an animated character scene that has an animated, rigged, skinned mesh for the character and some other rigged meshes for equipment. Babylon doesn't like how the equipment is animated when I export from 3dsmax to Babylon it doesn't animate the equipment meshes. I'm not sure whats special about the equipment meshes I think they are transforms? Here is a video of the animation rendered from 3dsmax: Here is a video of the animation exported to Babylon: I'm not sure whats going on here I got the model from a 3rd party and animation is not my skill set. Heres a closer look at one of the helmet meshes that should be animated. The modifiers are Xform, Material, Symmetry, Editable Poly. Hopefully someone can explain why this is broken and if I can fix it. Or what the proper way is to handle these animations.
  6. 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 io_export_babylon.py # 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', mesh.data.attachedSound, True) write_bool(file_handler, 'autoplay', mesh.data.autoPlaySound) write_bool(file_handler, 'loop', mesh.data.loopSound) if hasattr(mesh, 'name'): write_string(file_handler, 'connectedMeshId', mesh.name) write_float(file_handler, 'maxDistance', mesh.data.maxSoundDistance) file_handler.write('}') first = False file_handler.write(']')
  7. 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\io_export_babylon.py", 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\io_export_babylon.py", 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
  8. I'm having a problem regarding meshes that is translated to origin during the process of exporting the Blender scene to Babylon file. To be more specific: In blender I have imported a model of a house. But I want to some modifcations on this. For example am I trying to create a ramp in the stairs to smoothen the movement going upstairs. I have done this by creating a plane witch i place over the stair (and later on make invisible). The plane is placed so the 4 vertexes of the plane intersects the vertexes of the top and bottom stair. In blender it looks perfect, but as I export it to a babylon file and renders it in the browser the plane/ramp has been translated to origin (0,0,0). All other meshes stays where they are suppose to. The plane I have added is the only mesh that is translated to origin. Rotation and scale stays however true to what it is assigned in Blender. Is anyone familiar with this problem, and have a solution to it? Thanks in advance.
  9. I have an issue with some meshes when exporting from 3DS max. I've tried to solve this for hours now, even looked at the exporter source, but have no idea left how to fix this. I've extracted an example. This it how it looks in 3DS max: But after exporting, it looks like this in Babylon: On one side, the meshes are upside down. I've tried reseting Pivot, Transformation and XForm. None works. Ideas of how to solve this issue are highly appreciated! Thanks Test Scene: max: https://dl.dropboxusercontent.com/u/6699613/babylon/test.max babylon: https://dl.dropboxusercontent.com/u/6699613/babylon/test.babylon
  10. I was wondering if a save function has been added to Phaser or if anyone has one available?
  11. ┬┐Anyone know how I can create an addon for exporting Blender animations 2D to Phaser? Regards, Nicholls
  12. 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
  13. 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. resources.zip
  14. 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. blender_scene.zip
  15. 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..
  16. 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: tlu.ee/~paradine/hairPerm2.blend Any help appriciated. Found Empty Object! (why it did not rendered) And did not like more than 4 instances.
  17. Hello again.... i tried to make a simple animation in Blender to understand how skeletons/bones work in Babylon... and of course, the bottom fell out. it's just a drop dead simple bending cylinder with two bones and three key frames. i can't understand why it doesn't render correctly. i believe it's just me and my lack of knowledge, but nevertheless, i need some guidance. here's the animation: http://aeon3d.fi/test/anitest1.html it's just a simple dual viewport scene, one camera set up at left and second cam at front of the model. everything loads & works ok, no errors and such -- but the animation just looks substantially different than in the original blender file: http://aeon3d.fi/test/mdl/items/bend.blend would be nice to know what's going on.
  18. Hi all, Firstly - a quick howzi from a newbie!!! - just moving over from Three'js and experimenting with Babylon, lovin it so far... I'm havin a small issue getting my blender export to listen to scaling and position commands. var newMeshes = []; function importedMeshes(mesh) { mesh.position = new BABYLON.Vector3(-10, 0, 0); mesh.scaling = new BABYLON.Vector3(19.025, 19.025, 19.025); } BABYLON.SceneLoader.ImportMesh("", "GalleryAssets/room/", "Room2.babylon", scene, function (newMeshes) { importedMeshes(newMeshes[0]); }); Room2 is appearing but won't resize or listen to any postioning commands. It was originally a 3DS file that I imported to blender and exported to Babylon (long winded but worked kind of ok for my Three.js project.) ( i tested an import from my three.js (Json) file into blender and then exported for babylon - THAT responded to the above code for scaling and positioning, BUT lost all info (meshes etc and just showed black walls in the correct shape and position) Anyone see anything I'm doing wrong? Is it something I need to do in Blender first? Thanks and kind Eegards
  19. Hi, For one of my project, I need to export a scene from the browser to a file. My goal is to write a custom babylon importer for another engine (a mobile engine). My importer is already done and now I need to export scenes from Babylon. Can I do this easily ? (maybe there are a super functions I missed ?) Thanks for your answers Yann. Edit: Ok I just seen SceneSerializer, it's awesome \o/ var serializedScene = BABYLON.SceneSerializer.Serialize(scene);var strScene = JSON.stringify(serializedScene);
  20. A while ago before I even started working with Babylon.js I've found some really cool software, but when I tried to import models from MagicaVoxel to Babylon.js there's something that went really wrong and some polygons look like they're inverted or something. Does anyone knows what's going on? Here's MagicaVoxel website: http://voxel.codeplex.com/
  21. Hi all! I've been working on a Cheetah3D scene exporter for babylon.js the last days, and it's available on my github for you to have fun with it : https://github.com/Calebsem/Cheetah2Babylon What's supported right now : mesh export with functional transform, naming and parentingmulticamera export (only perspective, no support for orthogonal right now)light export with all babylon type managed :Cheetah3D spot light is a babylon spot (duh)Cheetah3D distant light is a babylon directional lightCheetah3D ambiant light is a babylon hemispheric lightevery other type is a babylon point lightsupports diffuse and specular colorrotations must be on the -Y axismaterials export:supports diffuse, emissive and specular color (plus specular power as "shininess")supports only diffuse textures, Cheetah3D api is realy sparse on thatIt still is a bit sketchy but has proven very useful for simple to very complex scenes. So if you currently use this software and wish to try exporting some static scenes to babylon, you're welcome to do so and send me some feedbacks! Also feel free to check my blog, as I will update it in case of major changes or new features! Have a nice day! Tuxic
  22. Hi guys i have little problem here, when i try to load my own exported mesh from blender with textures into babylon, i allways get "Error: WebGL: A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, because it is a 2D texture, with a minification filter requiring a mipmap, and is not mipmap complete (as defined in section 3.7.10)." and model is ofc without texture where is the problem? I tried almost every option. Downloaded models works fine, so i guess its in my models. Thanks to everyone.