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Found 4 results

  1. Good afternoon. Today I was given a glb of an engine part. The artist added a cutout texture to the model. When I load it into my BJS scene, the engine has a transparent/ghost-like appearance. I thought adding backfaceCulling = false and hasAlpha = true would solve this but no luck. Here's my code below: var myEngine = BABYLON.SceneLoader.ImportMesh("", "models/", "2.glb", scene, function (newMeshes) { myEngine = newMeshes[0]; myEngine.material.backFaceCulling = false; myEngine.material.hasAlpha = true; }); Do I have to create a new material and add it to the glb like in this playground? http://www.babylonjs-playground.com/#YDO1F#18 Here is an image of the engine: Thanks, Dave
  2. Hi, I came across a problem where I couldn't have an animation behave as intended : https://playground.babylonjs.com/#7NPQG7 Click on the plane (aka ground) to move the ball to clicked location. On animation end, the color of the ball randomly changes. The movement from point A to point B has a sort of easingFunction to it, and the onAnimationEnd is called much later after ball arrived. But I expected the animation easing to be linear by default ???, and the onAnimationEnd function be called right on time at "arrival" ??? If someone can shed some light on this for me, would be very cool ^^
  3. I received a model of a tractor / crane arm. It is boned and animated. I exported this crane arm out of 3DS Max as a glTF. When I import it into BabylonJS, the animation begins playing immediately. I would like import the crane arm and not have the animation play immediately. I have a "Play" button and I'd like the animation to start from frame 0 when clicked. I'd like the animation to stop and return back to frame 0 when the button is clicked again. Is creating a Play / Stop animation button fairly basic (loader.beginAnimation())? Do I have to work with skeletons? Below is my code: var loader = BABYLON.SceneLoader.ImportMesh("", "models/", "CraneArm.gltf", scene, function (newMeshes) { }); document.getElementById("AddOars").addEventListener("click",function () { });
  4. OH,HO I wanna know What on earth this function will change mesh's what kind of attributes。。。 when i import a .babylon obj,and the i call "mod[0].bakeCurrentTransformIntoVertices();" why "mod.getBoundingInfo().boundingBox.extendSize.x/y/z" value changed,but i didn't do anything else,these is only one mesh in the scene(same as 3dsMax),and why the .babylon file will hold 2 meshs?(Is it related to scaling in 3DsMax?) and when will i call this func?After mesh scaled、moved? thanx you time for helping me.... 【I don't how to mark Topic "Solved"。。。】