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Found 365 results

  1. 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,
  2. Hi, I was wondering, is it possible / could it be possible to create multiple animations for a single mesh but have them as separate animatables so you can pause and play etc each individual animation applied to that mesh? ive tried to create a new BABYLON.Animatable each time i create an animation but then the _runtimeAnimation is empty and .pause() .play() doesnt work. any help is much appreciate and if anything else needs explaining just let me know! many thanks, John
  3. I want to create new mesh before each render, here's my code: let snake = [ sphere1, sphere2, sphere3 ]; (function(){ let counter = 4; scene.registerBeforeRender(function(){ let newOne = BABYLON.MeshBuilder.CreateSphere( "sphere" + counter, { }, scene ); let head = snake[0]; newOne.position = head.position; newOne.position.x += 0.02; snake.unshift(newOne); ++counter; }); })(); My expecting behavior is to create a series of spheres, each position.x is slightly higher than the previous one. However, there are only three meshes in the scene after rendering, like this: I want to know what is wrong with my code, and how to implement it properly? By the way, what is the difference between scene.removeMesh(mesh) and mesh.dispose()? Here's the relative link in stackoverflow: https://stackoverflow.com/questions/50235364/create-mesh-before-render-in-babylon-js
  4. Hi everyone, I have exported via exporter in Maya to babylon project. And when i import it my texture shows wrong. Here how it looks in maya http://screenshot.su/show.php?img=3362c94d7f8155b008bfa62f7729f200.jpg Here how it looks in editor http://screenshot.su/show.php?img=5041e6e24eb9bf10f931db2c6c853027.jpg
  5. syed samoon

    hoverboard setup

    Hi, i'm newbie. i need a help to setup hoverboard. The player should have physics engine and the same time the player always maintain a some gap between the board and track.
  6. hi i use unity create a simple scene one cube,sphere and plane bake the scene then use the export toolkit get three files .babylon file .manifest file and the bake light png picture file i drag the .babylon file to the sandbox , the web page show not as in the unity i check the tutorial in http://doc.babylonjs.com/how_to/load_from_any_file_type still have no idea how can i import the babylon file and the png file make them work now i do not know how to use it can some help me? regards
  7. Francis Needham

    Problems on ANDROID DEVICES

    Hi all, We've published a babylon js based product configurator for a client here : https://v-moda.com/pages/forza-metallo_customizer it works perfectly everywhere but on my brand new galaxy S9 the scene renders like this : what could be the cause of it ? any ideas ? Thanks ! PastedGraphic-2.tiff
  8. Hello Babylon.js people, I am trying to make a viewer for working with BIM stuff (building and all the stuff inside), so there can be quite a lot of objects and having each one in its own mesh isn't really an option. So I tried to use two SPS, a single mesh and two meshes, one mesh/sps for opaque objects and another for transparent ones (saw the idea in another post on the forum). Thing is I need to "highlight", hide and have transparent not pickable objects too. Here is what I have for now : There is a space (big transparent blue-ish), with objects in it (yellow-ish opaque ones in the front) and also transparent grey "boxes". To be able to switch objects visibility/color quickly I tried to put all objects in both meshes : opaque ones hidden in the transparent mesh transparent ones hidden in the opaque mesh Then just toggle visibility, but then this kind of thing can happen : The front box is now transparent with a red color, the other "yellow-ish" box is partly hidden with a red tint (that's correct), but the grey opaque box isn't hidden/tinted (that's not ok) at all and keeps its grey color, looking like it is closer to the camera while it is actually not. I feel like I tried quite a lot of things and combinations so I may have missed the working one. I also posted an issue trying to have a simple example to demonstrate what felt like a bug : https://github.com/BabylonJS/Babylon.js/issues/2832 As I wrote there, using needDepthPrePass kind of fixes it, but not really since it messes up transparent objects inside another transparent object. Alpha mode is promising but the ghost/shiny effect is too powerful : I would need the behaviour, without the side effect... Any help/suggestions is welcome, and if you have questions or need more details, feel free to ask References : https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered https://doc.babylonjs.com/resources/how_to_use_blend_modes
  9. Howdy friends! I'm proud to share my first production WebGL project: https://cash.me/reps (Scroll down to enter the game mode) Uses: GLTF assets Metallic Roughness Physics Camera Movements Force Touch on compatible devices Screenshots: Huge thanks to the community for helping answer my questions as I got up to speed! Especially @Deltakosh @bghgary @donmccurdy and @Wingnut
  10. I am trying to build a closed attic with multiple roof windows. I will have the windows configurable in the attic. And a directional light (the sun) pointing to it. I would like to know if I add more windows, will the room be brighter? Can we see the difference of light brightening the room based on the number of windows? Not only the shadow falling on the floor, but I am looking for the complete room brightness based on the number of windows. Can this effect be seen with the standard material in babylon? Thanks. [EDIT] Here is a demo of what I have tried. http://www.babylonjs-playground.com/#4GBWI5#36 The shadow area remains the same with no difference based on the number of holes. So, does that mean babylonjs cannot render the above situation like what I have described in the standard material? If not, is it possible with PBR material? Thanks.
  11. Hello again! So I started playing with the dynamic textures and ran across something funky. I created a ground object with the dynamic texture and using a sample provided to me by Delkatosh, I generated a random disc over its surface. Next, I used .arc to create a circle on the ground object using the same coordinates. At this point I noticed two problems. The first, and most alarming to me, was that the circle and disc didn't match up. So the coordinate system on the mesh are not directly aligned to the texture's coordinate system? How do I reconcile the two? Here's what I was hoping to achieve: And this is what actually happens: Here's the playground I was working with: https://www.babylonjs-playground.com/#I4MFZ8#1 So the other problem I noticed is the circles drawn by arc on the canvas became stretched into elliptical shapes. On this playground I used a sphere so you can clearly see the skewing of the shape: https://www.babylonjs-playground.com/#RQGTKJ Thank you for the time!
  12. Hi there, i am currently trying to export just a model from blender using the babylonJS exporter provided on git. The installation worked. In the documentation there is an export property window shown where i can check what i want to export. But i cant't find this window? If i export as babylon there is just written no properties. I tried with Blender 2.79 2.76 2.73 (64/32 bit) and Exporter Version 5.6 and 5.5 The reason for this is that i want to export without the automatic texture bake... Can anyone please help me out? Best Regards
  13. most elegant way of import multiple meshes and changes this meshes color or material
  14. Hello everyone After a long time i am back and with something for you maybe a banal issue but for me it's a nightmare . I am trying to make little adventure game and I have issue with my charakter.babylon... when i import him to the game without skeleton everything is ok but with skeleton is wrong everything, like some parts of his clothes is missing... the console is showing me endless error lines etc. I am struggling with this 1/2 weeks . I tried everything like remake my charakter.babylon and skeleton ....I treid google, youtube ... ect. Can you guys help me ? ... sorry for my bad english . I added a photo and a blende file helpblend.rar
  15. Hi, I want to change camera position on button click in Babylon js so please help hoe to do this.
  16. http://www.babylonjs-playground.com/#L1SBDY As you can see above, my GUI's output is all wrong. What could possibly be the issue here?
  17. Hello! I started with three js and, while its fine, I'm noticing that the community for Babylon is more responsive to new people's questions. I'm just starting with Babylon JS, so I'm not sure what equivalent methods are. What I'm trying to do, eventually, is to create a heatmap, based on a series of random points, over the surface of a loaded object. Here's what I'm trying to do step by step: 1. load up a model and generate X-number of random points on its geometry. In THREE JS i used: function loadPartModel( callback ) { var modelloader = new THREE.JSONLoader(); partmodel = modelloader.parse(face); var material = new THREE.MeshPhongMaterial({ color: 0xFFFFFF, dithering: true, side: THREE.DoubleSide, vertexColors: THREE.FaceColors, overdraw: true }); partmesh = new THREE.Mesh(partmodel.geometry, material); partmesh.position.set(0, 0, 0); partmesh.receiveShadow = true; partmesh.castShadow = true; partmesh.geometry.dynamic = true; partmesh.scale.set(1, 1, 1); scene.add(partmesh); } function loadDataPoints() { var pointlist = THREE.GeometryUtils.randomPointsInGeometry(loadedmodel.geometry, 200); pointlist.forEach(function (point) { var newpoint = new THREE.Mesh( new THREE.CircleGeometry(.1, 16), new THREE.MeshBasicMaterial({ color: 0xff0000 })); newpoint.position.set(point.x, point.y, point.z); scene.add(newpoint); }); } Is there a babylon equivalent for the random point generator? 2. Each generated point becomes the center of a circle (disc, in babylon?). At render point, the object should look like it has the measles (kind of like the attached GoodCircle.PNG) . Unfortunately, this is how they end up rendering. Like disks stuck in the object instead of laying over the object(as shown in BadCircles.PNG). I think my main problem is that I'm actually just drawing and adding circles that have centers based on the random coordinates i generate. Instead I should be calculating the surface area of a circle over the model and redoing its material at that point? Anyway, at this step, I'm stuck. 3. Once I'm able to accomplish this, I believe the next step would be to get something like the attachment, heatmap.PNG. This was generated by the simpleheat.js library. The closer the circles are to each other, the 'hotter' the cluster area gets. I've been looking at several code samples that allow a user to paint a 3D object using their mouse (look at skullpaint). I need to do something similar but instead of using mouse input, using the randomly generated points. I also found this Playground by Gijs for mangomongo that kind of does what I can do now, but it uses mouse input. I need my points to be read from a file or data structure.
  18. Bladetrick

    DynamicTextures on a Cube

    Hello again! I was playing around with some of the examples (love the playground). In this instance I was looking at a PG that created a ground and applied a dynamic texture to it. For kicks, I changed it to a Cube, but noticed that whatever I drew on the dynamic texture would show up on all 6 sides. Is there a way to make it so that if I draw a star on one side its not duplicated on the others? Thanks for your time
  19. Hello everyone, I'd like to make drag n drop on meshes keeping the link between meshes, like in this example (https://www.babylonjs-playground.com/#17EGSU#8). I don't know how to set the position of curve ? -> Maybe, with https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh, and the example https://www.babylonjs-playground.com/#1UZIZC#6, but I don't understand why position table is so big, and to set from mesh position ? Thank you
  20. I tried to export unity scene from unity and enable the physics. But I can't find where babylon create the mesh in index.html that export from unity and what babylon do to recognise all model in unity scene? As I want to set the mass for each model , is there some where can find the register for all game objects ? Anyone also can explain how babylon work with the cannonjs to set the collider for each model ?
  21. Hello, Possible Bug in Assets Manager Audio. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? STEPS: 1) Run the Audio test (https://www.babylonjs-playground.com/#PCY1J#8) from these docs (https://doc.babylonjs.com/how_to/playing_sounds_and_music) and no audio. Reproduced in Dev environment. Along with interesting deprecation messages in the console. below... (maybe not related?): [Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTargetAtTime() instead if smoothing is needed. See [Deprecation] AudioParam value setter will become equivalent to AudioParam.setValueAtTime() in M65, around March 2018 See https://webaudio.github.io/web-audio-api/#dom-audioparam-value for more details. Interesting. NOTE: Possible bug behavior seems limited to AssetsManager, as I can still use direct load sound and it works. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? ping @davrous ... : ) Thanks,
  22. How to color line ? I tried to use the option colors of CreateLines, but it doesn't seem to work. Maybe, I forgot something https://www.babylonjs-playground.com/#165IV6#228
  23. Hi everyone, i was stuck in performance of game DETAIL: the above picture shows the game with screen zoom is 100 percentage this picture show the screen zoom size with 25 percentage when the zoom size is 100 % the game performance is good but when i change the zoom size of screen to below 50 percentage there is lack of performance(the player will move very very slowly) when screen zoom size is 67 - 100 percentage fps : 60 when screen zoom size is 50 - 67 percentage fps : 45 - 50 when screen zoom size is less than 50 percentage fps : 15 - 20 when on igcnito mode when screen zoom size is 200 - 500 percentage fps : 55 when screen zoom size is 110 - 200 percentage fps : 50 when screen zoom size is 67 - 100 percentage fps : 45 when screen zoom size is 50 - 67 percentage fps : 35 when screen zoom size is less than 50 percentage fps : not running anyone know what is the problem??? and how to make fps 60 for all zoom size of screen??
  24. syed samoon

    Model flip issue

    Hi Everyone, I was stuck in modelling. when i use 3d model of unity and then i was converted it to babylon file using 3ds max. but sometimes in rendering the model will be look like image below. Anyone know why it is happening to me
  25. Hi Everyone, i have doubt in progressHandler using importmesh BABYLON.SceneLoader.ImportMesh("", "assets/", "meshes.babylon", scenes, function (newMeshes, particleSystems, skeletons) { obstacleBig = scenes.getMeshByName("terminal"); obstacleSmall2 = scenes.getMeshByName("sky_bin"); obstacleSmall = scenes.getMeshByName("round_planter"); coin = scenes.getMeshByName("Coin"); boostObj = scenes.getMeshByName("Boost"); floor[0] = scenes.getMeshByName("Platform001"); floor[1] = scenes.getMeshByName("Platform002"); stLamp = scenes.getMeshByName("lamp"); wideAd = scenes.getMeshByName("Ad_B"); lengthAd = scenes.getMeshByName("Ad_C"); plot = scenes.getMeshByName("platform_LOD_1"); directionArrow = scenes.getMeshByName("Sign_arrow"); }, function (evt) { if (evt.lengthComputable) { loadingProgress = (evt.loaded * 100 / evt.total).toFixed(); } }, function(scenes, msg, exception){ console.log("error while loading assets"); console.log(scenes); console.log(msg); console.log(exception); } ); onprogress functions will be run at 1st time but not in second time means when i run my game at first time on pc it will run after that when i refresh/run the game the onProgress function is not executing. but it will run after clearing the cache file(only for 1st time) i can't clear cache in everytime so anyone have solution for this???