Search the Community

Showing results for tags 'babylon'.



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 386 results

  1. Hello! I've been dabbling in Babylon for a month or so now, and things are going well, but I'm getting caught up on this one problem: I have several avatars in a row. They all have jetpacks, but there should only be one active any time. I've parented the emitter fountain objects to each of the avatar's hip bones and then offset it so that it's behind the avatar roughly in the location of the jetpack on the mesh. It works fine for the avatar at (0,0) but the fountain doesn't seem to move when i translate each of the avatars into their final positions Isn't that what parenting does? It does rotate gently as my avatar moves in it's idle animation, so I know it's attached. Even if I don't set the position of the fountain, it still doesn't move along the x axis when my avatar does. I've tried to approximate my scene using the playground here: https://www.babylonjs-playground.com/#424Q55#2 The Rabbits are structurally a bit different from my meshes in terms of skeleton and my avatar's have no submeshes like the Rabbit does. You can see that although there are 6 different emitters, they're all at the same place. I've turned on the visiblity of the fountain so you can see it if you rotate the scene behind the avatars. A related problem I'm having (even when the avatar is at 0,0) is that when i rotate an avatar and animate it, the emitter follows the path of the avatar as if it wasn't rotate at all. Am I parenting incorrectly or missing a step? I know setting position changes the world position, but it seems like with the parenting, the x position should still change as the parent does. Thanks for any help you can provide!
  2. Hi : I am new beginner of Babylonjs , I want to load a mesh(.obj) by typescript. Here is my code (run in playground): class Playground { public static CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): BABYLON.Scene { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); // This targets the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // This attaches the camera to the canvas camera.attachControl(canvas, true); // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // BABYLON.SceneLoader.ImportMesh("Rabbit", "scenes/","Rabbit.babylon", scene, function (newMeshes) { BABYLON.SceneLoader.ImportMesh("Rabbit", "scenes/Box/","Box.obj", scene, function (newMeshes) { var rabbit = newMeshes[0]; if(rabbit == null) { console.log("rabbit is null") } else { rabbit.scaling = new BABYLON.Vector3(0.1,0.1,0.1); console.log("I can see the rabbit"); } // scene.beginAnimation(skeletons[0], 0, 100, true, 0.8); }); return scene; } } When I load Box.obj I got a log "rabbit is null". but when i load a Rabbit.babylon file it work good. What happened when I loaded.Obj? Who can help me load .obj Mesh By Typescript? Thank you
  3. i have issue in 3d analog clock i have export 3d watch from blender everything done just need to work on clock function my also fucntion is also done but its not working like clock please check the video and help me out and i have this code for clock function all Object piviot point is center but clock function not working perfectly please Check and help me out please scene.registerBeforeRender(function () { var date = new Date(); var hour = date.getHours() % 12; var minute = date.getMinutes() ; var second = date.getSeconds() ; hand_sec.rotation.y = (second/60.)*minute.*Math.PI/180.; hand_min.rotation.y = (minute/60.)*360.*Math.PI/180.; hand_hour.rotation.y = (hour/12.)*360.*Math.PI/180.; }); // this is code i have add but not working 0125.webm
  4. JTerry

    GLTF Extras

    It looks like the gltf format allows for "extra" attributes to be included in the file. Below is a link to the gltf issue that talks about it and a screen shot of the gltf file after export with an extra. Does the babylonjs gltf loader pull that info in? I don't see it the mesh anywhere. Link to comment https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/15 Thanks!!
  5. Hi guys! I need help to understand what is wrong or missing, or what I don't understand Have a scene in 3ds max 2018 with objects. I created physical materials with base color map only. Very simple texture. I need to export my scene into gLTF format. The problem is my exporting window doesn't have a checkbox "copy textures to output" like it shown in tutorial here https://doc.babylonjs.com/resources/3dsmax Instead of this I have two checkboxs "write texture" and "overwrite texture". So when I'm trying to open saved gLTF file I have a mistakes about missing files with textures. Thank you
  6. Hi, I am using Babylon.js with HTC Vive and WebVR and I want to pick a point on the mesh (this.wallMesh) with controller ray. I don't want to use default VRHelper interactions. I expected that this code should work for it but it seems that there is wrong rotation because the rotation of the device behaves totally weird. Do you have some tips on how to fix it? Thank you a lot. const pickMesh = BABYLON.Mesh.CreateSphere( 'pickMesh', 5, 0.1, this.scene, ); const ray = new BABYLON.Ray( BABYLON.Vector3.Zero(), BABYLON.Vector3.One(), 100, ); this.scene.registerAfterRender(() => { ray.origin = controller.devicePosition; ray.direction = controller.deviceRotationQuaternion.toEulerAngles(); const hit = this.wallMesh! .getScene() .pickWithRay(ray, (mesh) => mesh === this.wallMesh); if (hit) { console.log(hit.hit); if (hit.pickedPoint) { pickMesh.position = hit.pickedPoint; } } });
  7. Hello, BabylonJS is fantasic. Thank you mr @Deltakosh and mr @davrous. Research: Augmented Reality making rapid advancements this year. GIS AR, Multi-Marker AR, TableTop AR - 3D on flat surfaces... Happening fast. Babylon is my 3D home. So I must ask: Is AR porting a priority for upcoming versions of BabylonJS. And if not, can it be? I looked at wishlist and roadmap. Found milestone/5 with no mention of AR: https://github.com/BabylonJS/Babylon.js/milestone/5 Here is link with history I'd follow: https://uploadvr.com/ar-js-efficient-augmented-reality-for-the-web/ Seems to be lineage of successful AR examples: https://github.com/opencv/opencv_contrib/tree/master/modules/aruco https://github.com/artoolkit/jsartoolkit5 https://github.com/jeromeetienne/ar.js For AR -> Babylon is most promising to me. How would one go about such a feature? Thanks,
  8. My question has to do with how to generate a vector from a point to the nearest point on a plane. If I have a mesh moving inside a box, I want to know the distance and direction from the mesh position to each side of the box. I understand that would be a vector perpendicular to the plane that intersects the point. Does Babylon have a method that will do that for me? TIA
  9. Hey blokes, Any tips on running Babylon smoothly in fullscreen (desktop)? The scene I'm working on isn't too heavy ~30K vertices. The framerate is generally acceptable (45-60). Yet as soon as the window is resized to fullscreen the scene crashes! The crash happens on retina displays only (I've set engine.setHardwareScalingLevel(1);). On non-retina, there's no crash but performance drops dramatically.
  10. Hi folks, I'm having trouble with shadows - they seem to be 'floating', as you can see from the screenshots. The problem is much worse when I don't use usePercentageCloserFiltering. As you can see, the meshes do intersect! Unfortunately, I can't do a PG as it's a complex scene and is heavily copyrighted The settings for shadows are: let shadowGenerator = new BABYLON.ShadowGenerator(2048, shadowLight); shadowGenerator.usePercentageCloserFiltering = true; Any ideas?
  11. Hi, I want to change camera position on button click in Babylon js so please help hoe to do this.
  12. max123

    Blender export error

    Hi guys, Does anyone have any idea what can cause this?
  13. Hi, I wanted to know if someone ever faced difficulties using Babylon.js to make Facebook Instant Games. When I boot my game using a custom python server, the games run well and is very fluid. However, when I start my game on Messenger App using the same build (uploaded to the Facebook Developer Platform), the game starts to lag, and has continuous lag spikes. My issue only happens with Messenger App, does not happen with Messenger in Chrome or Facebook. Anyone has an idea? Best regards!
  14. Hi, Is it possible to use your own vertex shader and use the default fragment shader, leke so: shaderMat = new BABYLON.ShaderMaterial("shader-123", scene, { vertexElement: "vertexShaderX", fragmentElement: ???, // Need to use the default shader! }, { attributes: ["position", "normal", "uv", "vUV"], uniforms: ["world", "worldView", "worldViewProjection", "view", "projection"] }); Cheers!
  15. Hi, I'm trying to reproduce ocean shader like this one: https://jbouny.github.io/fft-ocean/#day I know we have waterMaterial in Babylon (which is gorgeous!) but not quite what I'm after: it only works with windForce/windDirection which looks like you're constantly moving or as if water is constantly flowing. I've tried to use shader which you can find at https://github.com/jbouny/fft-ocean but it's just waaaay over my head! First of all, I can't figure out how to split it into vertex/fragment shaders to use in Babylon. Any shader/GLSL gurus out there, any help hugely appreciated!
  16. 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
  17. Hey guys, Has anyone had any luck packaging up a Babylon scene inside a Cordova app? The problem I'm having is apparently path related: I get the error message "Error status: 0 - Unable to load..". Everything works fine on the webserver though.
  18. wn voFolks, I am currently using phaser js but now i am try to implement babylonjs, I need to create stage 720*480 static stage that will not transferred into 3D. Stage should be STILL. An it is responsive based on the aspect ratio of the browser or the screen. I tried various option but i didnt get any success. Thank in ADVANCED
  19. Hi, I'm having trouble with applying BlurExponentialShadowMap to a scene created in Blender. I've tried a bunch of settings and lights, yet no matter what I do, the whole bloody scene remains grey! I've tried all lights in Blender that can work with shadows in Babylon, I've set some extreme settings (kernel 4 - 512)... The blender file is attached. The settings I tried are below: shadowGenerator.useBlurExponentialShadowMap = true; shadowGenerator.useKernelBlur = true; shadowGenerator.blurKernel = Any ideas guys? test.blend.zip
  20. Hi, I've just updated v3.0 to 3.2 and am getting this error: Uncaught ReferenceError: BABYLON is not defined. I'm using requirejs to load BJS, PEP and some other libs. Has something changed in 3.2 definitions?
  21. Hello! I looked through the documentation but wasn't quite sure if I missed how I might load textures for my model. Perhaps I could do this using the TextureAssetTask or ImageAssetTask? Basically, I was wondering if there was a way to accomplish this: BABYLON.SceneLoader.ImportMesh("space_frig", "Assets/", "gate.babylon", scene, function (newMeshes, particleSystems) { meshPlayer = newMeshes[0]; meshPlayer.position.y = 2; //meshPlayer.receiveShadows = true; //shadowGenerator.getShadowMap().renderList.push(meshPlayer); meshPlayer.checkCollisions = true; meshPlayer.ellipsoid = new BABYLON.Vector3(1, 1, 1); meshPlayer.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0); meshPlayer.scaling.x = meshPlayer.scaling.y = meshPlayer.scaling.z = 0.3; meshPlayer.material.diffuseTexture = shipTexture; meshPlayer.material.bumpTexture = new BABYLON.Texture('Assets/gate_bump.png', scene); meshPlayer.material.specularTexture = new BABYLON.Texture('Assets/gate_specular.png', scene); meshPlayer.material.emissiveTexture = new BABYLON.Texture('Assets/gate_illumination.png', scene); }); using the AssetsManager. Are there any playground samples readily available? Thank you for the assistance!
  22. Hi guys 😀 I have one question about exported .babylon file. Is it posibel chagne alpha(transparency) of exported .babylon file? I want to make it slowly disepeat or sotmhig like that. When i change the aplha to 0 nothing happens. BABYLON.SceneLoader.ImportMesh("", "textures", "myObj.babylon", scene, function (newMeshes) { var myObj = newMeshes[0]; myObj.alpha = 0; } So I looked in the exported property whith console.log(myObj). BABYLON.SceneLoader.ImportMesh("", "textures", "myObj.babylon", scene, function (newMeshes) { var myObj = newMeshes[0]; console.log(myObj); } it shows me, that alpha is set NaN. And when I again change the alpha to 0 and looked in the property ... alpha was set 0 but again nothing happens. Why is like that ? Sorry for my bad english. 😁
  23. Hi all. I am a very new user in Babylon (I started yesterday), and I already have a project running, but you can see some error in the .gltf model: https://alboenergy.com/ar/shampu-2.html My question: How can I eliminate the aliasing that appears in my model when it is loaded on phones and tablets? I will appreciate any help for this newbie. Thanks.
  24. Dear, All experts I want to create a character creation system like Saint Row game. The Saint Row system allow me to adjust size of each part of the body, such as chest size, arm muscle, legs and arms length. I did some research and the internet said about "Morph" technique. but I still don't understand about what this technique is about, how to do it? how to apply to be used in Babylon? Some said I have to use Blender or 3ds. The information that I got seem to be overwhelming ,but it is like a jigsaw that I don't know where should i begin first. ***Sorry,if i post in the wrong forum or category Thank you in advance
  25. Hi all, I have been playing with Babylon in an attempt to create some browser-living simulations, e.g. "interactive permanent magnet electricity generator to help in the visualization of flux". The syntactic feel, playground examples, and this community, everything has felt awesome. But, I have really struggled in (story to let you seniors have a sense of my level): 1. creating a 3D vector field (my grid-based euler-integral curve drawing algorithm was crashing the browser; got it partially working by copying starting points approach from here: https://github.com/matplotlib/matplotlib/blob/master/lib/matplotlib/streamplot.py 2. I am having trouble in creating a simple fixed viewplane and fixed camera 2D view. (This is noob, but confidence denting, if I may say that) So, my questions are: 1. Is Babylon the right tool to create educational content inspired physics simulations, and lightweight games (user interactions + scoring + webapp data bindings ) around it. Or, is it an overkill? Is something like p5.js more apt for my purpose? 2. Should I be using phaser for (strictly) 2D environments? If I should, would using Babylon and phaser hurt code (e.g. say having a single script file for air drag force )? 3. Is "Learning Babylon" book a right start (it's lagging in the version support)? I am kind of lost in the jungle; please bear with me not being to the point. And I hope this forum will be kind enough as usual to point me to the right resources. P.S. I am willing to pay for book/resources, if you have anything in mind. Also, I would prefer "getting in the run" asap, if that's possible. Thank you all!