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Found 26 results

  1. 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.
  2. Hello experts, I've selected babylon js to integrate a 3D human model to one of my mobile application developments. I'm using Ionic framework to write hybrid applications for iPad and android tablets. But when I integrated the 3D model in iPad, the animation was not working as expected. In order to find the issue, I tested the Bones example in babylon js example list on browser and experienced that even that example doesn't work on the safari browser of the iPad and iPhone. Here are some visual outputs of what I tested. Example on Mac, Chrome : Successfully working Example on iPad, Safari : Issues in human 3D model Example on iPad, Chome : Issues in human 3D model Example on Android, Chrome : Successfully working In summary, the 3D human model has few issues in iPad. I've experienced same issues in iPhone too. Can someone help me to understand what would be the problem and any fixes if this is an already known problem? Thanks.
  3. trying to test syncImpostorWithBone() and syncBoneWithImpostor() functions. I know there is a nice example from http://playground.babylonjs.com/#PM5MFS#5 , yet I don't know how exactly it works by using my own model. I created a simple 3d model from 3ds max, with a box and a single bone attached, and applied with skin modifier. (as attached image shown) Also, there is no transformation, scaling or any rotation on the bone and box. Then I tried to run my version , I think I am missing something , the loaded model is not syncing properly. http://www.babylonjs-playground.com/#1ZCM3K could anyone please give me a right direction or fix? much appreciated for any help, thanks
  4. Hello, I'd like to import a blender animation (a simple plane skinned to a single bone) via glTF into BJS-sandbox, but it looks weird, I get a black animated triangle. To keep it simplest as possible, I removed the texture in the attached GLTF-file. Please can someone help or provide a functional sample (gltf or ideally in blender format) Thanks in advance armature.gltf
  5. Hi, What I am trying to do here is a bit too complex to simulate it in a playground. I hope i can explain it. I have a mesh that was build from raw vertices and polygon data. I have added the bones weights and indices. I am sure these two arrays are fine, they come from the same original model as the vertices and polygons. I have checked this too. // The code to add the indices and weights to the mesh base_model.mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, base_model.bonesIndices, true); base_model.mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, base_model.bonesWeights, true); I then load a skeleton - also from the same origin, so the bones indices match those in the indices array. The skeleton is attached to the mesh. When I rotate bone #0, the entire mesh rotates accordingly. No surprises there, and to me this is proof that the weights and indices are effective. when I scale the bones, parts of the body also scale. Now, when I rotate bone#1- upper leg -, nothing at all happens. And nor does rotating the other bones have any effect. //The rotation command I use: rig.bones[1].rotate(BABYLON.Axis.X, .01, BABYLON.Space.WORLD, base_model.mesh); screenshot #1: you can see the bone rotates, but the mesh does nothing. screenshot #2: this is the original model, that does rotate the leg with the bone. screenshot #3: rotating bone #0 rotates the entire model. I know I am doing something strange here, but I assure you it is necessary to the application I am working on. I hope any of you have some suggestions where to look for an answer.
  6. I am am experienced developer but a newbie on BabylonJS. I tried to solve a simple problem on my own for the last 5 days and no matter how hard I try it still doesn't work. I am looking for someone who can do it for me, and I am more than happy to pay. So.. work for hire Job: - I have a 3d rigged hand model made in blender with animations through bones. I managed to export it but after doing so, even the mesh looks good the animations look bad. Instead of the hand opening and closing all mesh gets awkwardly deformed. It seems as if the deformers of the bones got all screwed up. I need someone to fix this and show me how can I move programmatically each of the phalanges of the fingers of the hand. Please reply if interested I will post more information as requested. Thanks a million! I have a really bad headache. I have been trying for days with no luck and I have decided this problem is way above my head. So.. please help. Happy to pay!
  7. I have two .babylon files. One with meshes and skeletons, but no animation. The other one has skeletons and animation, but no meshes. Turns out BABYLON.SceneLoader.ImportMesh doesn't load the skeletons at all, because there's no mesh in the file. Is there any way to import .babylon file with just skeletons and animation?
  8. Hi all, I've been wondering, a mesh like "the dude" seems to be using a single skeleton(so you only have to call beginAnimation Once), but he is made up of several meshes, When i export meshes to babylon, the "main" mesh is exported with the entire skeleton(all bones), and children meshes are each exported with their own version of the skeleton (containing only the bones that mesh use), So i have to call beginAnimation for each mesh/child mesh. If i point the child meshes skeletons to the main mesh's skeleton (mesh.skeleton = mainMesh.skeleton), which also contains the bones the child mesh uses, and then beginAnimation, the child mesh is either spagetti, or just not animated properly, So my question, How is it achieved to use the same skeleton? using 3DS Max 2016, exporter 0.8.0, (also tried an older exporter, same result) Cheers
  9. So, I'm looking for ways to create a ragdoll effect using Cannon.js, and (preferably) a skinned, imported mesh. I tried the following 2 methods: #1: Use getRotation/position/absolute.. etc on the bones, to match with the Cannon bodies. This doesn't seem to work like it does the other way around (Match Cannon body to bone position and rotation). #2: Split my model into the different body parts, so each and every limp can be used seperately. This 'can' work, but requires a lot of work, and won't look as good as on a skinned model. Here is an example of a ragdoll, shamelessly stolen from the Cannon.js Three.js Ragdoll example: http://www.babylonjs-playground.com/index.html#XVETC#3 I'm looking for creative ways of achieving this very same ragdoll effect, but with a model. Edit: Forgot to mention, press A to start the ragdoll by enabling the stepping of the Cannon world.
  10. Hello everyone, long time no see! So i'v ran to an issue where i'm trying to attach meshes to bones from another import. I'v this torso which is built from 2 meshes and this torso assembly holds the skeleton. Then i'v another model and when i'm trying to place the import directly to head bone for example the model flips around Z axis and goes somewhere it doesn't really belong. I'v attached an image which hopefully explains more than my english does What i'm doing wrong? any ideas? - best regards, eljuko
  11. I was wondering if it's possible, and if yes, then how, to get more responsive movement when using getPositionToRef to attach a mesh to a bone assigned to some skeleton from an imported model. I think it's the same when using attachToBone. http://www.babylonjs-playground.com/#1N9CSW#2 The position and rotation of bone #6 (right hand) is used to position the sphere. Imagine it was a sword or a gun. Try moving the camera around, and notice the movement of the sphere. It seems to be a little behind, and not as crisp as one would have hoped for. Am I missing something here?
  12. Here's the deal, I'm importing a model with skeleton, bones, animations etc. I assign the model (Index 0) and the skeleton (index 0) global variables. Then, outside of Babylon's native import function, I clone the model and the skeleton, and run animation (from frames) just fine. The problem is, when I try to manually manipulate bones using their getters and setters, somehow, rotating 1 bone from 1 clone of the original, also rotates the bones of all other clones, as well as the original. Changing the names and ID's of bones doesn't seem to help, either. Soo. Is there any way of cloning bones? no clone function exists, and I'm unsure of how to approach this. I'll see if I can create a simple PG, as the project is pretty complex by now. As I mentioned, I can run different animations on the different skeletons without any issues. But as soon as I manually rotate bones, all clones + original are all affected.
  13. Is there any way to get references to the bones a mesh is influenced by? I see there is : I need to get the names of bones.
  14. Is it possible to show the skeleton/bones of an imported mesh? I don't mean lines and debugging layers, but actually rendering the bones themselves, so they won't stay hidden. Is this a possibility, or simply not a feature? PG example, because why not: http://www.babylonjs-playground.com/#1SJMJ0
  15. I have an armature in blender and I have a mesh that's cut up into smaller modular meshes. To animate I select the modular meshes and parent them to bones then move the bones and the meshes inherit the translations. When I export from blender to babylon it seems that any mesh that is explicitly parented to a bone is missing. I've attached my blend file for reference. It appears as though the mesh and bone data for the missing limbs are in the .babylon file. maybe they are hidden or something? ,{"name":"arm.L","id":"arm.L","materialId":"combined.lambert0.006","billboardMode":0,"position":[0.0203,0.1534,-0.5203],"rotation":[0,1.5708,-1.514],"scaling":[0.05,0.05,0.05],"isVisible":true,"freezeWorldMatrix":false,"isEnabled":true,"checkCollisions":false,"receiveShadows":false 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  16. Hi guys I'm writing the locomotion algorithm for a character I created in blender. What I'm trying to achieve is a blend tree that will allow me to blend between the "walk-front", "strife-left" animations according to the velocity of my character (something similar to https://www.youtube.com/watch?v=Xx21y9eJq1U&feature=youtu.be&t=1263). I've been able to blend between two frames, by calculating a weighted average of the transformation matrix for each bone, so far so good. Now before going on with my development I'm asking myself the following design question. Supposing I will have a state machine to control the character, should I write an update(dt) method called at each engine tick and reposition its bones individually or rather bake at run-time a new animation with frames each time the direction/velocity changes? I just do not know the pros/cons sticking with Babylon Animations versus going on with my own update method. What I like of using Babylon Animations is the fact that I can fast up / slow down my walk cycles so to simulate faster/slower velocities. Thank you in advance for any feedback, Joez
  17. Hi all, My company is NOT a games company but we have a lot of educational content which is very much similar to a game. We're in the beginning stages of porting our products to HTML. What we have now is 2D Flash-based (vector) frame-by-frame animation. I'm trying to explain to a bunch of VERY non-gamery people, who know nothing about coding or art, what it means to redo a Flash game in HTML. Anyway, my first task is to try to make them understand the major types of animation that are used in modern mobile games. I'm not a huge mobile gamer myself so I would like some suggestions about what people think is a great example of the following types of animation. I want to show this stuff to my coworkers so they can start to even understand the options. 2D sprite sheet based2D Bones-based2D vector-based (not sure this really exists outside of Flash)3D Best examples would be web or mobile-base and have characters with a cartoony look for kids. Educational would be even better, but I mostly just need good examples of the genres to show to people. All your input is appreciated!
  18. We have a character that has been rigged using CAT. Most of the animations that we have for the character plat without issue, but for some reason part of the face "slides" during some of the animations. There are bones in the face that correspond to what is sliding but we cannot find where or how this is happening in max. Here is a babylonjs playground example. focus the camera on the face and press the "P" key to see the animation. http://www.babylonjs-playground.com/#3I5MK#10 I also have the max file if it helps. It is very large though. 250+ MB http://protest.jht.com/duke/stroke/content/carl/carlLeftMCAM1.max I am not the artist for this, but both of us are at our wits end trying to figure this out. We were using three.js for this project but ported over to Babylon last week. Thanks in advance. Any help that anyone can offer would be appreciated.
  19. Hi guys. I have a little task that I can't complet it Let me explain. I have a sphere with 3 bones. Using bones and a slider I modify the sphere geometry, I can scale, translate or rotate the bones, It works like a morph. After deform the mesh I want to save it as new babylon file, without bones, but keep deform geometry, not original. In this scope I update positions, normals, compute normals, but all time the new babylon file is saved like original, and not deform. I have to update anything else? Or I have to save the skeleton too? ....If yes, than I have a problem, because I want to add an animation to the new mesh, that I think will overwrite the skeleton. Here are 2 picture that show my problem http://prntscr.com/8pd0co http://prntscr.com/8pd0qd first sphere is the original, and second is sphere saved. And I make a playground. http://www.babylonjs-playground.com/#1WKAQI#2 Any opinion is welcome. Thanks
  20. Hello everybody! I'm having a problem with armature/rigging/bones animation in Babylonjs after exporting from Blender. There is no animation at all, although the animation is playing in Blender perfectly! I wanted to configure Babylonjs options in Object data like I usually do for meshes, no problem with that. But when it comes to Armature object data, there is a Babylonjs option, but it's empty, no configurable at all. Maybe that's why animation is not playing. But when I downloaded the Blender to Babylon.js exporterIT SAYS: The Blender export plugin supports the following features: MeshesNameGeometry (Positions & normals)PositionRotationScalingTexture coordinates (2 channels)Vertex colorsVisibilityCheck collisionsBillboardReceive and cast shadowsBones (armatures) and bones' animationsAnimationsClearly it says that it supports bones/armatures and their animations! So, can you help resolve this issue, please? Maybe you could download the files here and check them out: http://s000.tinyupload.com/index.php?file_id=88023545882060673436 or here http://www.megafileupload.com/4Zzn/cylanim.zip Thank you!
  21. Hello. I've been experimenting and enjoying Babylon.JS; thanks for all the hard work on the library. I've been trying to blend loaded model bone animations and run into issues. The simplest case would be idle->walk->run loops. This has been mentioned a while back (pre v2) here, here, and here. While you can call custom animations on each bone (ie, arms get one frame set, legs get another), this doesn't help with easing between animations that use the same bone. Another suggestion was storing the combined animations in the model, but that doesn't allow for smooth transitions (or permutes up very quickly) As a learning experiment, I dove into the code. Here's a demo of my results. The babylon.js it references is a hack experiment where I do the following: 1) allow multiple animations per target by not calling stopAnimation(target) on beginAnimation 2) on every call to a scene's animation, pass along a cache 3) on every animation._interpolate() where datatype == Animation.ANIMATIONTYPE_MATRIX, write the matrix to the cache 4) if the animation._interpolate() has a cache hit, invoke the otherwise unused matrixInterpolateFunction() with a factor value to interpolate between the 2 matrix The result plays the animations, mostly. The result is flipped, both in normals and on the z-axis, which I don't understand (my grasp of matrix math is not great). Most of the work revolved around getting data passed between the otherwise isolated animation instances so they could be aware of the other animation to blend. This hack also doesn't handle an arbitrary number of animations to merge or an easy way to work with them, since calls to stop use the target as the common factor. What is the best way to approach this? Is there something I missed in the library? Or how could I implement this correctly for Babylon.js? Thanks
  22. Bone Matrices

    Hi, I'm trying to debug why my mesh is not getting deformed as is should be, and am trying to work back to understand which transformation of the vertex is causing the distortion. On a bone i can see what appear to be 4 transformation matrices. Can anyone explain the difference between: •base matrix •absolute matrix •matrix •world transform I don't entirely understand which of these gets used by a mesh vertex which is weighted to it?
  23. Hello guys! I've recently been playing around with Babylon, and having a blast! One feature that I'm interested if it exists is controlling specific bones in an armature. I'm guessing that when you export a armature to babylon, it just turns into a "normal" mesh with a animation and such. Controlling specific bones would be awesome to "interpolate" between two different animations, as well as controlling foot motion, etc etc. Thanks! -Josh
  24. Several Question

    Long list... trying to fully wrap my head around all this stuff... If I'm wrong on anything feel free to correct me. You won't hurt my feelings. I'm just trying to learn as I go. Octree: scene.createOrUpdateSelectionOctree(); If I put this in my load script anywhere, all the models disappear. It's basically just a black scene. When should this be called in the script, and can anyone give me a very basic overview of how and where to work with the octrees... scene.executeWhenReady?, engine.runRenderLoop?... How do you work with them in real time. FBX / Bones / Animations: If I use the online FBX converter, it doesn't seem to have my bones or animations. Do bones need to be separate files from the meshes and then joined within Babylon? Either my FBX is being exported wrong from 3DS Max 2013, or the converter isn't exporting it correctly, bones cannot be combined into one object, or I'm not setting it up right. BABYLON.SceneLoader.ImportMesh("", "../Models/Monsters/", "BGoblin_1.babylon", scene,function (mapZone, particleSystems){ mapZone[0].scaling = new BABYLON.Vector3(0.005, 0.005, 0.005); mapZone[0].rotation = new BABYLON.Vector3(0, -3.141593, 0.000000); mapZone[0].position = new BABYLON.Vector3(-106.345, 4.32, -13.905); scene.beginAnimation(mapZone[0], 0, 296, true);});Zip file attached with FBX, and *.babylon file. Converted here: http://www.babylonjs.com/converter.html Another weird thing... if I open my FXB in 3DS Max after I save it, only 100 of my 296 or so key frames seem to still be on the model... any ideas on this one? Packages: What's going to be the best way to handle multiple packages. For example, my game is going to have 20~30 maps, and stitch a few of them together by view range and user's machine capabilities. The main town alone has like 600,000 vertices not counting NPCs, collision meshes, etc. So ideally I don't want to have to pack 30 maps worth of objects into a single blender / 3DS Max file. What's going to be the best way to handle this huge number of files. I've tried loading a few things with BABYLON.SceneLoader.ImportMesh but once it's loaded, I have no clue how to access the loaded meshes any longer. objName = scene.getMeshByName("Rag2_bro_mtree_a_04"); throws a null object. There will be way too many items to be able to work with them all in a single 3D editor package. This also brings me into LOD situations where I will for sure need to switch out lower resolution models. This isn't possible if there's no way to call back into the list of loaded models and set visibility etc. Maybe there's something I'm missing, or don't know about... If there was a way to chain the loading of multiple *.babylon packages through a single BABYLON.SceneLoader.Load() call, then I assume that you would be able to manipulate them dynamically in the render loop. Maybe have some kind of function that you can push multiple *.babylon files into a single temp file to load? Then you can load as much stuff as you want up at once.. var fullScene = addPackage(fullScene, "package1.babylon");var fullScene = addPackage(fullScene, "package2.babylon");var fullScene = addPackage(fullScene, "package3.babylon");function addPackage(loaded_packages, package_to_add){ if loaded_packages is a valid babylon file format, then add the package_to_add to the end of loaded_packages return loaded_packages;}BGoblin_1.zip
  25. 2600 FREE bvh files http://mocap.cs.cmu.edu/ babylon dev team, please integrate.bvh support to handle meshes with bones (bvh) For example: BABYLON.bvh.constrain(mesh, bendingStiffness[array], tolerance, scene)