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Found 77 results

  1. Hello, We had made a game in Flash AS3, We converted it into HAXE so that it works on a web browser, but the game lags(animation). Now we want to convert this kind of game in HTML5 which has heavy animation, suitable for web browser - Is this Possible? We are looking for an alternative platforms/framework/library that would support our game. Any and every suggestion would help us a lot. Here is the demo link - https://www.youtube.com/watch?v=cNkXp-pTLic
  2. AlbertoVGDD

    Can´t manage AnimatedSprite to work

    Hi, I am complete beginner with JavaScript and pixi.js. I've been learning these days the basics (sprites, shapes, text, buttons...) following the tutorial on the GitHub page. I was planning to use now animated sprites (using a sprite sheet) and found this on the documentation for the version I'm using (v4.8.2). That page contains a piece of code that doesn´t work on my project, and it is not recognised by vscode's intellisense either. // The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} // containing the animation definitions: PIXI.loader.add("assets/spritesheet.json").load(setup); function setup() { let sheet = PIXI.loader.resources["assets/spritesheet.json"].spritesheet; animatedSprite = new PIXI.extras.AnimatedSprite(sheet.animations["image_sequence"]); } Is it deprecated, or am I missing something that is not mentioned there? Thanks in advice for your help. EDIT: I attached some pictures that showcase my issue.
  3. Is importing animations (in this case, from Blender) in an assetContainer currently supported? I can see the animation data in the .babylon file, but scene.animations, container.animations, and all mesh.animations arrays come up empty.
  4. Hello all, I am making a project and i need to play animations on a button click. but for some reason after the animation is played the first time it will never play again. I have been able to replicate the basics in a PG - https://playground.babylonjs.com/indexStable.html#V19ZT2 if you open console and enter window.startAnim.restart() then watch the animation play. then enter window.startAnim.reset(); it will reset, if you then do the restart command again. nothing will happen. why is this? also the version of babylon i am using (i cant find a version number?) has scene.Animatables where it seems all of the animatables (which to my understanding control the animations) are stored. and once the animation is played, it seems the animabable in scene.Animatables is deleted. however in the PG i cant find this variable so i assume its been changed since? however the outcome is the same still. hope this makes sense!! many thanks
  5. kurhlaa

    Reuse animations

    Hi, From this example - https://github.com/robhimslf/game-dev-invaders - I try to use bullets explosion animation. If I understand it right - author has created a group of 30 animations and is using them one by one. Here are the main parts: ... // This is a collection of explosions. var explosions; ... // Preload the explosion image. this.load.spritesheet( 'kaboom', 'explode.png', { frameWidth: 128, frameHeight: 128 }); ... // Setup our explosion animation. this.anims.create({ key: 'explode', frames: this.anims.generateFrameNumbers( 'kaboom', { start: 0, end: 15 }), frameRate: 16, repeat: 0, hideOnComplete: true }); ... // Create some explosions! explosions = this.add.group({ defaultKey: 'kaboom', maxSize: 30 }); ... and here is what's happening at the bullet's collision time: ... // Get the first explosion, and activate it. var explosion = explosions.get().setActive( true ); // Place the explosion on the screen, and play the animation. explosion.setOrigin( 0.5, 0.5 ); explosion.x = target.x; explosion.y = target.y; explosion.play( 'explode' ); ... However, if you launch animations more than 30 times (try to shoot all the targets) - there is a JS error: Uncaught TypeError: Cannot read property 'setActive' of null at handleCollision (invaders.js:391) at Function.handlePlayerCollision (invaders.js:408) at initialize.collideSpriteVsSprite (phaser.min.js:1) at initialize.collideHandler (phaser.min.js:1) at initialize.collideObjects (phaser.min.js:1) at initialize.update (phaser.min.js:1) at initialize.step (phaser.min.js:1) at initialize.update (phaser.min.js:1) at initialize.h.emit (phaser.min.js:1) at initialize.step (phaser.min.js:1) Line 391 is: var explosion = explosions.get().setActive( true ); If I understand it right - animations are not being reused. So after calling get() 30 times - no free animations left. How this can be fixed?
  6. I am having some problems with my sprite animations as I move between scenes. Each scene ran ok until I returned to it On my first playthrough, when i returned to the scene i was informed, via console.log, that the various animations' keys "were undefined or already in use" (so after using the github docs (....docs/animations_AnimationManager.js.html) I added the if config.key || this.anims.has(key) check. However it does not play and my console.log now outputs the following RED ERROR: Uncaught TypeError: Cannot read property 'getFirstTick' of null at initialize.play (phaser.min.js:1) at initialize.play (phaser.min.js:1) at scene1.create (PHASER3codePrinter.php:57) at initialize.create (phaser.min.js:1) at initialize.loadComplete (phaser.min.js:1) at initialize.h.emit (phaser.min.js:1) at initialize.processComplete (phaser.min.js:1) at initialize.removeFromQueue (phaser.min.js:1) at initialize.processUpdate (phaser.min.js:1) at Image.data.onload (phaser.min.js:1) Here is my code in create() create(){... if (!config.selectable2ANIMS0 || this.anims.has(config.selectable2ANIMS0)){ var skip = 1; }else{ this.anims.create({ key: 'selectable2ANIMS0', frames: [ { key: 'selectable2ANIMATION0'}, { key: 'selectable2ANIMATION1'}, { key: 'selectable2ANIMATION2'}, { key: 'selectable2ANIMATION3'}, { key: 'selectable2ANIMATION4'}, ], frameRate: 8.0, repeat: -1 }); } selectable2 =this.add.sprite(51.5, 61, 'selectable2').play('selectable2ANIMS0'); ...} Here is my scene calling (proof of concept for checking scenes) this.input.keyboard.on('keyup',function(e){ if(e.key=='1'){ this.scene.start('scene1'); } if(e.key=='2'){ this.scene.start('scene2'); } if(e.key=='3'){ this.scene.start('scene3'); } if(e.key=='4'){ this.scene.start('scene4'); } if(e.key=='5'){ this.scene.start('scene5'); } },this);} Anyone got any ideas?
  7. TheScruffyGuy

    Image Animation loading progress

    I would to use a a way to show loading progress for my loading scene but instead of a bar I have a gear sprite sheet that I would like to spin until loading is complete. Is there reference to this anywhere I have been combing through the P3 examples and can't figure out how to link the two together.
  8. Hello, I have a .babylon file exported from blender with a rotation animation but when I try to load it (I have tried both addMeshTask() and ImportMesh()) I get a "position animation" with zero values and "scaling animation" with fixed values. This cause me a problem when I call beginAnimation() because I'm not able to scale and position the model in my scene. Moreover when I edit the file and remove the "position animation" and "scaling animation" the engine somehow loads them again (even with cleaning cache). https://www.dropbox.com/s/789lx8gm3v7zrsc/container_ship_sinking.babylon?dl=0 https://www.dropbox.com/s/5odj9orv9cwcshp/container_ship_sinking.blend?dl=0 Why there are these animations added? Is it something wrong with my export in blender?
  9. ellipticaldoor

    Why the ticker is not redrawing the stage?

    import { utils, Application, Graphics } from 'pixi.js' import { PixiConfig } from './constants' const kind = utils.isWebGLSupported() ? 'WebGL' : 'canvas' utils.sayHello(kind) const state = { circle: { x: 0, y: 0} } const stage = () => { const graphics = new Graphics() graphics.lineStyle(0) graphics.beginFill(0xFFFF0B, .5) graphics.drawCircle(state.circle.x,90,60) graphics.endFill() return graphics } const gameLoop = delta => { state.circle.x += 1 + delta } const setup = () => { const app = new Application(PixiConfig) document.body.appendChild(app.view) app.stage.addChild(stage()) app.ticker.add(delta => gameLoop(delta)) } setup() Hi, I recently started to learn PIXI and now Im playing with animations using the ticker. This code actually draws a circle and I can se gameLoop() is being called and updating state.circle.x though it looks like it not redrawing the stage. What Im missing?
  10. I'm following this game example: https://phaser.io/examples/v2/games/starstruck When the character jump to the right or left you can see that the legs are still animated I want to change the animation if the user press up+left / up+right so basically I need to show only one keyframe, I tried something like that: ( see the lines where I set the keyframe to be 1 and another line I set it to be 6 ) I will appreciate your help function update() { // Collide the player and the stars with the platforms var hitPlatform = game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(stars, platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function game.physics.arcade.overlap(player, stars, collectStar, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else if (cursors.left.isDown && cursors.up.isDown) { player.frame = 1; } else if (cursors.right.isDown && cursors.up.isDown) { player.frame = 6; } else { // Stand still player.animations.stop(); player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down && hitPlatform) { player.body.velocity.y = -300; } }
  11. sbacuse15

    Animating Sprites

    I'm trying to add some new animations by adding a new "if" section in my "update:function" code. All of my "walking" and "sprinting" animations following the first "if" section play as they should. However, when I attempt to animate my crutch attacks under the second "if" section, only the first frame of those animations is played. I'm using the same attack button because it's the same attack being animated in all directions. I combo'd with my arrow keys so that I could use the same attack key. When I change them to all to "else if" statements under my first "if" section they don't play because it is my understanding that once a key is used in an "if" statement all other attempts to use that key under that section will be ignored. My code is listed below. Solution? if(cursors.left.isDown) { player.body.velocity.x = -200; player.scale.setTo(.7, .7); player.play('walking'); } else if(cursors.right.isDown) { player.body.velocity.x = 200; player.scale.setTo(-.7, .7); player.play('walking'); } else if(cursors.down.isDown) { player.body.velocity.y = 200; player.scale.setTo(.7, .7); player.play('forward'); } else if(cursors.up.isDown) { player.body.velocity.y = -200; player.scale.setTo(.7, .7); player.play('backward'); } else if(sprintl.isDown) { player.body.velocity.x = -400; player.scale.setTo(.7, .7); player.play('sprinting'); } else if(sprintr.isDown) { player.body.velocity.x = 400; player.scale.setTo(-.7, .7); player.play('sprinting'); } else if(sprintu.isDown) { player.body.velocity.y = -400; player.scale.setTo(.7, .7); player.play('backsprint'); } else if(sprintd.isDown) { player.body.velocity.y = 400; player.scale.setTo(.7, .7); player.play('forwardsprint'); } else{ player.animations.stop(); player.frame = 29 player.body.velocity.y = 0; } if(cursors.left.isDown && fireButton.isDown) { player.body.velocity.x = -50; player.play('sidecrutch'); } else if(cursors.right.isDown && fireButton.isDown) { player.body.velocity.x = 50; player.play('sidecrutch'); } else if(cursors.down.isDown && fireButton.isDown) { player.body.velocity.y = 50; player.play('frontcrutch'); } else if(cursors.up.isDown && fireButton.isDown) { player.body.velocity.y = -50; player.play('backcrutch'); }
  12. sbacuse15

    Sprite Animations

    I'm trying to add some new animations by adding a new "if" section in my "update:function" code. All of my "walking" and "sprinting" animations following the first "if" section play as they should. However, when I attempt to animate my crutch attacks under the second "if" section, only the first frame of those animations is played. I'm using the same attack button because it's the same attack being animated in all directions. I combo'd with my arrow keys so that I could use the same attack key. When I change them to all to "else if" statements under my first "if" section they don't play because it is my understanding that once a key is used in an "if" statement all other attempts to use that key under that section will be ignored. My code is listed below. Solution? if(cursors.left.isDown) { player.body.velocity.x = -200; player.scale.setTo(.7, .7); player.play('walking'); } else if(cursors.right.isDown) { player.body.velocity.x = 200; player.scale.setTo(-.7, .7); player.play('walking'); } else if(cursors.down.isDown) { player.body.velocity.y = 200; player.scale.setTo(.7, .7); player.play('forward'); } else if(cursors.up.isDown) { player.body.velocity.y = -200; player.scale.setTo(.7, .7); player.play('backward'); } else if(sprintl.isDown) { player.body.velocity.x = -400; player.scale.setTo(.7, .7); player.play('sprinting'); } else if(sprintr.isDown) { player.body.velocity.x = 400; player.scale.setTo(-.7, .7); player.play('sprinting'); } else if(sprintu.isDown) { player.body.velocity.y = -400; player.scale.setTo(.7, .7); player.play('backsprint'); } else if(sprintd.isDown) { player.body.velocity.y = 400; player.scale.setTo(.7, .7); player.play('forwardsprint'); } else{ player.animations.stop(); player.frame = 29 player.body.velocity.y = 0; } if(cursors.left.isDown && fireButton.isDown) { player.body.velocity.x = -50; player.play('sidecrutch'); } else if(cursors.right.isDown && fireButton.isDown) { player.body.velocity.x = 50; player.play('sidecrutch'); } else if(cursors.down.isDown && fireButton.isDown) { player.body.velocity.y = 50; player.play('frontcrutch'); } else if(cursors.up.isDown && fireButton.isDown) { player.body.velocity.y = -50; player.play('backcrutch'); }
  13. Dimaslocoxtr

    Error in animations

    Hi, im new in phaser i have an error in animations when i press de right key i doesnt play the animation.
  14. I'm trying to create a sprite with two animations. The first animation play constantly, and the second one after some events, then stop and the first keep playing. I'm loading an atlas like this game.load.atlas('girl', '../../spritesheet.png', '../../sprites.json') where game is my Phaser.Game instance. Then I'm creating animations like this girlSprite.animations.add('idle', window.Phaser.Animation.generateFrameNames('idle', 1, 16), 5, true) girlSprite.animations.add('walk', window.Phaser.Animation.generateFrameNames('walk', 1, 20), 20, false) where girlSprite is my character sprite. My animations run like this girlSprite.animations.play('idle', 16, true) // some events later var idleAnimation = girlSprite.animations.getAnimation('idle') var walkAnimation = girlSprite.animations.getAnimation('walk') idleAnimation.paused = true // girlSprite.animations.play('walk', 20, true) girlSprite.animations.currentAnim = walkAnimation girlSprite.animations.play('walk', 20, true) This only pause my first animation and then throw an exception saying currentFrame is undefined. After that I debugged a little and found out that my girlSprite had the second animation with wrong frames defined, because when I created the second animations it used the frameData from the first animation and the currentFrame get never defined. So, I'm a little lost. I'm doing it right? is there a better method to define multiple animations on the same sprite? Any help would be appreciated
  15. Hey guys... This is a little video to show some of my new Character Animation System features and MORE specifically WHERE I NEED HELP... Basically I new help Computing What should be animation.blendingSpeed from a transition duration time... Yo @Deltakosh PLEASE WATCH THIS VIDEO SO YOU CAN SEE EXACTLY WHAT I TALKING ABOUT Sorry for the capital letters... I just really want you to see this (WHEN YOU GET A CHANCE) Take a look: BabylonJS Toolkit - Animation System Help Required
  16. Hi guys ... I am creating transitions and blend trees for BabylonJS toolkit... The very nature of the transition system in unity DOES NOT ALLOW traditional looping... EVERYTHING is a transition condition check... if NO conditions are meet after ANY animation is play it is stopped... the have various of way they id to LOOP back on itself with ANOTHER transition set state.... So basically they ALWAYS play one iteration of an animation and check it transition condition (which may be itself) and plays that animation clip... Now I am wonder what the performance impact of babylonJS of doing ANOTHER scene.beginAnimation in the OnAnimationEnd end event in the same frame as the on animationEnd Event (so its not choppy) VS playing it with a loop cycle... I won't know if cam to loop back onto itself until AFTER the animation has been played and its conditions are check... So I gotta 'Manually Loop Animations' even small few frame animations: Yo @Deltakosh ... Pinging you in too Here is an example of some of my state machine update logic, tell me why you think the impact performance of manually looping animations this way will be: private setCurrentMachineState(name:string):void { if (this._state == null || this._state.name !== name) { this._state = this.getMachineStateInfo(name); } if (this._state != null) { this._state.interupted = false; this._state.sts = BABYLON.MachineStatus.None; if (this._state.motion != null && this._state.motion !== "" && this._state.type === BABYLON.MotionType.Clip) { var local:BABYLON.MachineState = this._state; var blend:number = BABYLON.Constants.NoBlending; var speed:number = local.speed; local.sts = BABYLON.MachineStatus.Playing; this._animataions = this.manager.playAnimationClip(local.motion, this.owned, false, speed, blend, true, ()=>{ local.sts = BABYLON.MachineStatus.Finished; this.updateStateMachine(); }); } } } NOTE: this.manager.playAnimationClip basically calls scene.beginAnimation on all required components as well... then on this.updateStateMachine will cause the component to call this.setCurrentMachineState on WHATEVER the first transition CHECK says... including it might be itself again... Hope I explained that good enough
  17. Hello everyone, I'm trying to get my head around how to work with animations in Blender and Babylon. I have no trouble exporting/loading etc and my animations works except in one aspect. I have added some movements to my object in Blender and with movement I mean that my object changes position. My problem now is that if I "walk" with my object in the browser each animation will begin where the object is added during the initialization. I have tried to find some data giving me the new position of the object when one animation is finished. Problem seems to be that the position of the object (mesh) doesn't actually change during the animation even though the object "moves". Does anyone have any suggestions of how to solve this issue? Or aren't you supposed to change position in Blender, only make animations where the object stays in the same spot all the time? Just seems strange if that would be the case...
  18. MackeyK24

    In Place Animations

    My Man... @Deltakosh got another one for your review In Unity for animations that move around (like walk that actual move the skinned mesh forward) they have switch 'Apply Root Motion' when apply root motion is off and they ar using an animation that IS NOT INPLACE they do something to make that skin the bones are on stay 'IN PLACE' ... Does anybody know how I can do something to make my animations stay in place... Maybe at the transform matrix level that I encode into the animation. This is where I 'Sample' the transform compute the matrix to get key for each bone and stack all those on the bone.animation... Maybe I could do something here that 'Keeps' the X,Y AND Z at the original position (like an in place animation)... Or is there some other trick to using NON IN PLACE animations as character movement in BabylonJS ??? Otherwise you will have to go replace ALL the individual animations on a Unity character controller with in place animations for each blend tree node walk, strafe, crouch etc... If you can find IN-PLACE animations to fit your existing Avatar Controller setup. If I can somehow do what unity does (Preferable at the export level when build that bone matrix so I would not have to compensate at runtime or anything like that) and 'DISABLE ROOT MOTION' which keeps a NON-IN-PLACE animation in-place ... Here is how I build the bone.animation for your reference: AnimationMode.BeginSampling(); for (var i = 0; i < clipFrameCount; i++) { clip.SampleAnimation(source, i * frameTime); var local = (transform.parent.localToWorldMatrix.inverse * transform.localToWorldMatrix); float[] matrix = new[] { local[0, 0], local[1, 0], local[2, 0], local[3, 0], local[0, 1], local[1, 1], local[2, 1], local[3, 1], local[0, 2], local[1, 2], local[2, 2], local[3, 2], local[0, 3], local[1, 3], local[2, 3], local[3, 3] }; var key = new BabylonAnimationKey { frame = (i + frameOffest), values = matrix }; keys.Add(key); } AnimationMode.EndSampling(); frameOffest += clipFrameCount; totalFrameCount += clipFrameCount; then dump on the bone: var babylonAnimation = new BabylonAnimation { name = bone.name + "Animation", property = "_matrix", dataType = (int)BabylonAnimation.DataType.Matrix, loopBehavior = (int)BabylonAnimation.LoopBehavior.Cycle, framePerSecond = frameRate, keys = keys.ToArray() }; if (animationState != null) { babylonAnimation.loopBehavior = (int)animationState.loopBehavior; babylonAnimation.enableBlending = animationState.enableBlending; babylonAnimation.blendingSpeed = animationState.blendingSpeed; } bone.animation = babylonAnimation; As always .. any info will help
  19. I've been playing around with animation, but Blender's methods are a bit unreliable on the usual export/import, let alone Babylon.js's plugin. Importing Collada files and turning them into Babylon's files has resulted in a mixed bag of bugs. Mostly, the meshes don't fit the skeleton and are shifted very far off. However, the resting posiion of my armature and the way I've skinned the meshes (Mixamo mostly) don't reflect the bugs I get. In addition, the animations are distributed between the bones, and are not stored in the main skeleton, though I feel like that's not a problem- just kind of inconvenient. I worry now that perhaps I've been going about it the wrong way, so is there anything I'm doing wrong? I'd really appreciate tips on what I'm doing. Example included of a distortion of a woman fist-pumping. The skeleton is so small, you can't see it if you want to also include the full mesh. In blender, it imports fine (when it successfully imports) but upon exporting the file kind of changes.
  20. Hey Folks, I have been playing around with phaser for some time making simple stuff. But for my new project I would like to try to make a Fighter game. I would like to make a character that is capable of attacking and has fairly good hit collision with other entities in game. Since this is more of a theory question. I will try to explain my approach. The character is group. Made with 3 parts. Body(sprite), arm(sprite), sword(sprite, for example 20x80, angle: -90). Now I would like to make the sword angle to go down from 90 to 0, aka simulating an attack. I get that I could just change the angle. But I also would like to smoothen the animation with the arm moving and the sword moving( to make it look like slashing ). This is kinda the setup in my mind. Now I would like to know what physic to use( planing to use arcade for simplicity sake ), Should I do this with tween? Or should I update the rotation and play animation? idk. if this is important, but the attack should also be I guess timed, so that you can't just hold the key and keep on slashing, but it deals damage, per attack (animation that would be like 0.3s long) Is there a better solution, approach that I could check out? p.s. I know this might seem like a mess post, i was trying to brainstorm and get some advice/ theory on how to handle such a thing. Would like to think that someone has already made this sort of game. Cheers, Jaru
  21. Hello my dear friends, I am trying to add animation to my bird object and I added for normal flying and It worked but when I try to add any other animation to same object it gives an error can you help me, I am adding my codes and the error message here, thanks! create: function() { this.bird = game.add.sprite(150, 200, 'bird'); this.bird.scale.setTo(0.1, 0.1); this.game.physics.arcade.enable(this.bird); this.bird.body.gravity.y = 1000; this.bird.animations.add('right', [0, 1], 5, true); this.bird.animations.add('dead', [2, 3], 5, true); this.bird.anchor.setTo(-0.2, 0.5); var spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); spaceKey.onDown.add(this.fly, this); }, update: function() { this.game.physics.arcade.overlap(this.bird, this.blocks, this.killBird); }, fly: function() { if (this.bird.alive == false) return; this.bird.body.velocity.y = -325; var animation = game.add.tween(this.bird); animation.to({angle: -20}, 100); animation.start(); this.bird.animations.play('right'); }, killBird: function() { this.bird.animations.play('dead', 8, true); game.state.start('menu'); }, And I add the error message, and also my other problem is about pixel reformatting errors, how can I get rid of them, thanks.
  22. SirGrassy

    Help with animations!

    Hello! Im new here, and I'd like some help. I was coding, made a new spritesheet and tried making it play while I press a key. It doesn't seem to be working, and I don't know why. If you could help in any way, it'd be greatly appreciated. Thanks! CODE - https://pastebin.com/Sciaw2uY SPRITESHEET -
  23. Hi Guys, I created this post hoping to find people interested in helping on the development and documentations of the unity toolkit. The unity editor allows to put an scene together very easy and export it all ,(lights cameras, meshes etc) with out a line of code How this works? Well @MackeyK24 started developing in visual studio the exporter tool and he saw a way to transform the camera , light or mesh from unity to babylon metadata, then later he add support for animations, splat maps painting, particles system and PBR materials, all of these trough the C# and the unity exporter. Furthermore, I join him on the project 6 months ago and I'm no as good as he is as developer but he took the time to show me and recorded videos to show people how to use it and improve it. I was not easy to pick it up if you dont have a strong object oriented programming skills winch most java script developer lack of, but this is an excellent way to learn or improve your coding skills So if you want to joins us and have some spare time to learn, please feel free to contact me, I can try to put you guys up to speed so we can continue with this great tool for development
  24. Hi all - Quick question about Babylon files. I have one with meshes, cameras with animations, etc. All sorts of goodness: what is the recommended method of importing this file, and having access to all the associated objects inside? I've been using ImportMesh, which works fine for importing meshes and textures. It's not clear to me, though, how I instantiate the other data types within the babylon file. Many thanks!
  25. Hello! I have a parent sprite (which is a human body) and it has a child sprite (it's a piece of plate mail). The sprite sheet for the human and the sprite sheet for the plate mail are the exact same layout with the exact same animation frames. I was wondering if there was a way to have the plate mail follow the same animation sequence as the human, without having to map out its own animation sequences. Thanks!