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Found 247 results

  1. Hello Everyone, I am seeing an error in chrome debug panel which says "Uncaught SyntaxError: Unexpected end of JSON input error on browser tool " I have also attached the screenshot of the error. I am using Babylon .5.4 exporter with the latest version of Babylon js on 2.78a blender. I am using screenimportmesh and asset manager to load 2 of my Babylon file. But Asset manager is failing to achieve onsuccess event. so scene is not rendering, But if i am calling render scene on assetmanager onerror scene is rendering which is a bit confusing, why The asset manager calling error when it is able to load models. For reproducing the issue : Reload the below link for 2nd time ,it will regenerate syntax error on browser debugger. https://s3.amazonaws.com/sudha.xyz/buggy/screen.html Reproducing scene not rendering problem : remove below code from line number 111(visual studio code) run(gamescene); This function is calling my scene rendering. But it should be fire up from mesh load onsuccess .if it is firing up from onerror . if i remove calling the above function from error call scene will never load I think it is linked to the Uncaught SyntaxError: Unexpected end of JSON input error on browser tool error. Kindly help me with this bug . please note: There are some other errors for manifest and one of startup function which I am aware of, and as much as I know manifest are not really responsible for this issue Thank you
  2. Hello. I'm new to BabylonJS and Blender but I've already played a little bit with both. I've downloaded a table (.3ds file) from www.steelcase.com and imported it into Blender. Then I've exported it as a .babylon file and tried to use this file in my .html. But it looks weird (because the table is build with planes I guess?) Can anyone help me to solve this?
  3. Hello, I'm wodering why colors in Blender are diferent shown as in BJS-Sandbox? Even the color picker is showing a different color, is there a different color model ? The image below is showing the BJS-sandbox (orange) and the Blender-Picker (more yellowish), the numerical values are identical. Thanks in advance. PS: I verified the image below with the color-picker from Gimp and the values matches the BJS-color :). So the problem seems to be on the Blender side.
  4. Hi all, I'm using blender-BJS-Exporter 5.4.0 and have a blender scene with a keyframed animation starting from start Frame:0 to Frame:120. Unfortunately there are much more frames exported than expected (up to 640 but with gaps). It seems the scene is looped a second time but with some garbage and some gaps inbetween. I'm new to blender but I'm quite sure to have a consistent scene. Any ideas? Thanks in advance cubecircle.blend testbabylon17.babylon
  5. Hi folks, I am a beginner for babylon.js and blender. So I imported a cube with one face textured from blender to babylon js using BABYLON.SceneLoader.Load. The scene has the default point light in blender and the HemisphericLight I created using babylon.js. Everything looks good (please see the 2.jpg in the attachment), but after I resize the cube to make the cube flat (using cube.scaling.y = 0.1), the lower part of the textured face will be always shadowed, no matter how i adjust the light or how to move the cube (please see the 1.jpg). I already made the scene as simple as possible to narrow down the cause of the issue, but I still cannot figure out why the lighting cannot be rendered properly. So any help will be much appreciated!
  6. Hi there! I'm new to the community, and also to Blender and Babylon.js. I made my first model in Blender v 2.78 (a basic creature, humanoid type), rigged it and animated a simple walk movement (or a half one, right foot forward, left foot back). I baked my IKs, then exported the whole animation and mesh with the babylon exporter (v. 4.6.1). When I import the animation in Babylon it gets distorted. When the arms and legs goes forward/backward, they move too much upwards. I attached the .blend file, and i have a working online demo also: http://thyalie.ro/node/babylon/ It is password protected: thyalie:iso88591 First of all, I want to find out that the babylon settings cause this, or the blender exporter, or i did something wrong in blender (this last seems the most likely, but i dont know what i missed). Thanks for helping in advance! cube.blend cube_baked.blend
  7. Hello all, I found this tutorial for, what seems like, a good way to create terrain textures in blender: https://www.youtube.com/watch?v=p4Dt2S6uMGM My question is about exporting this type of texture. If you don't watch the video, what is being done is a UV Map is being created, and a material with several tiled textures. There is also a stencil layer that masks layers of tiled textures. This seems to work great, since you get the benefit of a tiled textured. My questions are about how the current Blender Export to Babylon JS (4.6.1) works and if there is another way. I have not found this information yet. 1) When exporting this type of material with multiple textures, they seemed to get baked into a [filename]_[meshName]_TEXTURE.jpg. Not ideal, but this can work for now, but I am having troubles specifying the output resolution. Is there any documentation or tutorials on this? 2) Is there a way to achieve the method above without baking the textures? Such as blending different textures, if so is there documentation on this? I'm not currently trying to do infinite terrains, so I'm trying to work within this problem set at hand. Thank you, amorgan
  8. I have a Blender file with some meshes with Actions assigned to them. I'm exporting it using version 5.3.-1 of the Babylon.JS exporter and loading the resulting .babylon file with Scene.ImportMesh. There are no bones in this scene; all animations are applied directly to meshes. I can trigger my animations without issue; everything behaves as expected (more or less). However, after loading the file, the orientation and positions of all of my animated meshes begin at the final frame of their Actions, as opposed to frame 0, as I would expect. My first thought was that the animations were playing automatically upon loading. I scoured the forums here and discovered the autoAnimate flag. I opened my .babylon file, but no such flag was present. I re-exported and checked autoAnimate intentionally, opened the .babylon file again, and explicitly set each autoAnimate flag to false. No effect. Next, I set breakpoints at all relevant beginAnimation functions in my babylon.js, but none were triggered. As far as I can tell, none of these animations are being automatically played, yet the problem persists. Any thoughts? I can work around this issue by making sure that the keyframes at the first and final frames of my Actions are exactly the same (and simply not play that final frame), but it seems there might be a bug in play here.
  9. Does the Blender exporting process still require de-parenting rig from mesh, resizing and rotating, then parenting back again? When I do that it messes up my weights so I'm wondering if there's a better way yet.
  10. I maked simple hexagon in blender and i want change colour on click button "Click me". How I can refer to the specific id (In this case - Cube) from blender in my script? Can you check my html file? I'm not sure that all it's good. It's blender file {"producer":{"name":"Blender","version":"2.78 (sub 0)","exporter_version":"4.6.1","file":"szescian.babylon"}, "autoClear":true,"clearColor":[0.0509,0.0509,0.0509],"ambientColor":[0,0,0],"gravity":[0,-9.81,0], "materials":[{"name":"szescian.Material","id":"szescian.Material","ambient":[0.8,0.7048,0.0663],"diffuse":[0.64,0.5639,0.0531],"specular":[0.5,0.5,0.5],"emissive":[0,0,0],"specularPower":50,"alpha":1,"backFaceCulling":true,"checkReadyOnlyOnce":false}], "multiMaterials":[], "skeletons":[], "meshes":[{"name":"Plane","id":"Plane","billboardMode":0,"position":[0.2658,0.2489,1.9542],"rotation":[0,0,0],"scaling":[5,5,5],"isVisible":true,"freezeWorldMatrix":false,"isEnabled":true,"checkCollisions":false,"receiveShadows":false ,"positions":[1,0,-1,-1,0,1,-1,0,-1,1,0,1] ,"normals":[0,1,0,0,1,0,0,1,0,0,1,0] ,"indices":[0,1,2,0,3,1] ,"subMeshes":[{"materialIndex":0,"verticesStart":0,"verticesCount":4,"indexStart":0,"indexCount":6}] ,"instances":[]} ,{"name":"Cube","id":"Cube","materialId":"szescian.Material","billboardMode":0,"position":[0,1,0],"rotation":[0,0,0],"scaling":[1,1,1],"isVisible":true,"freezeWorldMatrix":false,"isEnabled":true,"checkCollisions":false,"receiveShadows":false ,"positions":[1,-1,-1,-1,-1,1,1,-1,1,-1,1,1,1,1,-1,1,1,1,-1,-1,-1,-1,1,-1] ,"normals":[0.5773,-0.5773,-0.5773,-0.5773,-0.5773,0.5773,0.5773,-0.5773,0.5773,-0.5773,0.5773,0.5773,0.5773,0.5773,-0.5773,0.5773,0.5773,0.5773,-0.5773,-0.5773,-0.5773,-0.5773,0.5773,-0.5773] ,"indices":[0,1,2,3,4,5,5,0,2,4,6,0,6,3,1,2,3,5,0,6,1,3,7,4,5,4,0,4,7,6,6,7,3,2,1,3] ,"subMeshes":[{"materialIndex":0,"verticesStart":0,"verticesCount":8,"indexStart":0,"indexCount":36}] ,"instances":[]} ], "cameras":[{"name":"Camera","id":"Camera","position":[7.4811,5.3437,-6.5076],"rotation":[0.4615,-0.8149,0],"fov":0.8576,"minZ":0.1,"maxZ":100,"speed":1,"inertia":0.9,"checkCollisions":false,"applyGravity":false,"ellipsoid":[0.2,0.9,0.2],"cameraRigMode":0,"interaxial_distance":0.0637,"type":"FreeCamera"}],"activeCamera":"Camera", "lights":[{"name":"Lamp","id":"Lamp","type":0,"position":[4.0762,5.9039,1.0055],"intensity":8.22,"diffuse":[0.1138,1,0.1492],"specular":[0.1138,1,0.1492]}], "shadowGenerators":[] } My html code <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html" charset="utf-8"/> <title>Babylon - Getting Started</title> <!-- link to the last version of babylon --> <script src="js/babylon.2.5.js"></script> <link rel="stylesheet" href="css/style.css"> </head> <body> <canvas id="renderCanvas"></canvas> <button id="sweetButton">Click me</button> <script> window.addEventListener('DOMContentLoaded', function(){ var canvas = document.getElementById('renderCanvas'); var engine = new BABYLON.Engine(canvas, true); engine.enableOfflineSupport = false; var createScene = function(){ var scene = new BABYLON.Scene(engine); // create a FreeCamera, and set its position to (x:0, y:5, z:-10) var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), scene); // target the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // attach the camera to the canvas camera.attachControl(canvas, false); // create a basic light, aiming 0,1,0 - meaning, to the sky var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene); BABYLON.SceneLoader.ImportMesh("","","szescian.babylon",scene); return scene; } var scene = createScene(); engine.runRenderLoop(function(){ scene.render(); }); window.addEventListener('resize', function() { engine.resize(); }); }); </script> </body> </html>
  11. Some time ago I started optimize my scene. After some fixes, now I have problem with grouping objects in BabylonJS. For export I use tower of Babel. I experimented with linking, parenting and joining. Linking When objects is linked in Babylon i can see only one object. Parenting This method do not change anything about draw calls - it is same without parenting. Joining This method show all objects correct with smaller draw calls. But i must divide to smaller groupis to avoid inncorect collisions (check link https://ibb.co/gVcROQ to show how bounding boxes are builded). In this screen it is not perfect, so i must divide to more groups my trees. Can anyone help me to export/import my scene to Babylon with optimal perfomance? I think about one object for all tress for example.
  12. Ok I make two animation actions. ElevatorComponent1 (timeframe 0-240) ->Elevator1Action and ElevartorComponent2->Elevator2Action (timeframe 0-200). In Blender it looks fine/OK. Each elevator animate (loop animation of each object 1.ElevatorComponent1 and 2.ElevartorComponent2) Play look fine in blender. You can see it. (I attach blender file) I use only (Visual Location) for both animations. When I export from blender to .babylon. Exporter doesn't export as it should! Range and positions values are not OK !! WHY? IS THERE ANY BUG IN BLENDER->BABYLON EXPORTER ? (IS THERE ANY WAY TO MAKE FOR EACH OBJECT ITS OWN TIME_LINE FOR ANIMATION? HOW?) Can anybody take a look (ATTACHED FILE) and export it into babylon.js and see what is with range and positions values - is there bug??? Here is video https://www.dropbox.com/pri/get/Public/Screencast 2017-06-26 10%3A49%3A24.mp4?_subject_uid=20766916&w=AADvbTlbugqn3hWDvW0TvcKrFlvCsAGWkYMR1IlRIqyGdg (if I export to .babylon (ATTACHED FILE) file and put load it or put in sandbox it is confusion !! @gryff @JCPalmer @Deltakosh Maybe we can fix with editor inside babylon file. BUT IF I BUILD MODEL OVER AND OVER (WORKFLOW) THAN IF EXPORTER DOES NOT WORK OK. THAN THIS IS USELESS. Is possible to fix exporter? Greetings Ian ModelFInish_1.blend.zip ModelFInish.babylon
  13. Hi everyone, Has anyone written a babylonjs parser for blender or any other application like 3Ds Max or Sketchup. I was looking to convert a serialised file from babylonjs from our 3D BIM editor (https://youtu.be/BYRdX2SpQHw) into other file formats like .fbx or .obj etc. We are building a full fledged 3D BIM editor (http://snaptrude.com/demo) with babylonjs and would be needing a way to export the updated models out of our environment. I am interested to know if anyone in the community has already written it and willing to share to make the task easier for us and many others. However, if its not been done then we would have to build one on our own and will be willing to share it here :). Thanks in advance!
  14. Hi, I'm trying to import meshes with multiple animations (from Blender). Is there any description of correct workflow on how to make Babylon compatible animations in Blender? Single animation works nicely when you just manually fix scaling and rotation problems. But no matter how you append more animations into one Blender file it seems to me that transformations get messed up in export process. I've tried using Action Library and Pose Library, but both strategies produce weird twisting and morphing of the mesh. The result does somewhat resemble the intended animation, but it's hard to say what exactly goes wrong. Of course obvious workaround is to put every animation in separate file but that quickly makes download sizes unpractical (several 100 MBs).
  15. I'm trying to export an fbx model from blender to .babylon but get this error message instead. File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 799, in __init__ material = StdMaterial(slot, exporter, object) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 2069, in __init__ self.textures.append(Texture('bumpTexture', 1.0 / mtex.normal_factor, mtex, mesh, exporter)) ERROR: float division by zero
  16. Hello everyone. I have a question. How can I add just one mesh from Blender into an existing babylon scene? I created a babylon scene with several meshes. Now, I want to add a model of a car from Blender into existing scene. Thank you.
  17. Hello. I don't understand the following thing. I created a Cube in Blender without any material or texture, just the Cube itself, no light, no camera. Then I exported the Cube. The Cube's name is "car" or "Blender car". Then I loaded it into Babylon. Then I applied babylon's StandartMaterial and diffuseColor to the Cube. But, before that, I created a Box mesh in Babylon itself and applied StandartMaterial and diffuseColor to the Box. The DiffuseColor is exactly the same in both the Blender Cube ("Blender car") and the Babylon Box. BUT, they look DIFFERENT !!! WHY ??? Could anybody make the Blender Cube ("Blender car") look exactly the same as the Babylon Box. Because, I applied the Babylon's StandartMaterial and DiffuseColor. to the blender's Cube. Here is the link to the html file with babylon - http://webnurlan3d.uphero.com/rotationradians.html And the html file itself - https://cloud.mail.ru/public/M2H3/TtvbFWRqx Thank you.
  18. 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!
  19. i have trouble trying to export my animated hand model, i've tried making the scale and rot of the mesh and armature bone the same thing, but it's still not working: here's is my blender file:- https://www.dropbox.com/s/6vjtlylogvkxlz2/new rigged hand model.blend?dl=0
  20. when exporting my model to .babylon (using blender) it gives this error "RuntimeError: Error: Maximum number of textures added 18" the model export correctly but some textures are missing. Can anyone help me ?
  21. Hello again forum, i hope you have a nice day I would like to build a maze game, The maze will be generated on blender as .obj format. I know this is the code for intersect mesh for babylon mesh object, does blender use the same syntax as this ? Any advice or tips will be greatly appreciated, Thank you Cheers if (snake.intersectsMesh(box1, false)) { up = false; down = false; right = false; moving = false; }
  22. I'm using the preview release of Babylon (3.0. alpha) and the 5.3.-1 exporter in Blender. The Blender scene includes shape keys attached to a mesh called "Cloth": When I export to a babylon file, this information appears to be saved correctly. There is a "MorphTargetManager" entry in the file JSON that looks like this: "MorphTargetManager": { "id": "Cloth", "targets": [ { "name": "Draped", "position": [lots of numbers...], "influence": 0 }, { "name": "testtest", "position": [lots of numbers...], "influence": 0 } ] } I then load the babylon file with BABYLON in the browser, but I can't for the life of me figure out how to access this saved MorphTargetManager. Here are some things I tried: BABYLON.scene.morphTargetManagers; ==> [] BABYLON.scene.getMorphTargetManagerById("Cloth"); ==> null BABYLON.scene.getMorphTargetManagerById(0); ==> null (After setting the "Cloth" mesh to clothMesh...) clothMesh.morphTargetManager; ==> undefined (but present when I inspect the mesh object...) I feel like all the parts are there, I just can't figure out how to access the MorphTargetManager that I think should be present when I import the babylon file. Any help you can offer would be appreciated! Thanks!
  23. exporter

    Hello everybody, We have a problem with Blender Exporter 4.6.1. Let us explain to you : We have two animations : one cube with skeleton and another with a standard animation. In blender, after we export our scene with babylon exporter, it replaces all the animations by one. In the babylon file, we have all animations that are merged one after another. For all meshes that contain animation, the exporter copy all the keys of all the animations in one animation. Please find enclosed the file with source and video to show you this bug. Thank you in advance for your help Letsbro studio team. cubeAnimBug.zip
  24. i have problem with texture when i convert obj file to babylon using blender software ,i get noise textures and it add a new texture called "NORMALS" here the original texture and the noise one
  25. I have some model and when I would like to export it I get error Traceback (most recent call last): File " .config/blender/2.78/scripts/addons/babylon-js/__init__.py", line 84, in execute exporter.execute(context, self.filepath) File " .config/blender/2.78/scripts/addons/babylon-js/json_exporter.py", line 99, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File " .config/blender/2.78/scripts/addons/babylon-js/mesh.py", line 148, in __init__ recipe = BakingRecipe(object) File " .config/blender/2.78/scripts/addons/babylon-js/material.py", line 190, in __init__ self.isBillboard = len(mesh.material_slots) == 1 and mesh.material_slots[0].material.game_settings.face_orientation == 'BILLBOARD' AttributeError: 'NoneType' object has no attribute 'game_settings' location: <unknown location>:-1 Can anybody help me? What could be wrong? Ian