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Found 317 results

  1. Hey, all! I've noticed that Firefox (51.0.1 is my version) throws errors when loading all .babylon files that were exported from Blender. The files load fine, though. Should I be concerned with this? It doesn't happen in Chrome, but I'd like to remove the clutter from the Inspector so I don't lose any actual issues in Firefox. Error: (all .babylon files cause this) XML Parsing Error: not well-formed Location: http://whirlinggizmo.com/skintest/assets/wearables/m_shirt_fireman/m_shirt_fireman.babylon Line Number 1, Column 1: Playground Link: http://babylonjs-playground.com/#WDMRY#17 Thanks!
  2. Hi everyone, I start learning to use your software because he is really interesting and usefull but I encounter a serious problem with blender export animation. So I create some asset and put them little simple, but when I export the file and put it in babylon, all the animation are compiled in one and apply in all the assets; Let me show you with screen shots. As you can see in the first screen the asset have their own animation but in the 2 and 3 screenshot they have all animation of all the assets Is there a solution about that ? I'll be glad if someone as an answer, thanks you very much and have a nice day.
  3. So I have a scene that I got from another person that I've exported from Blender into Babylon, but whenever I try to render the scene dynamically it falls straight down. Changing the physics of the scene in Babylon doesn't seem to work, nor does creating a ground object with collisions enabled. I've attached the scene in question; what am I missing? example.babylon
  4. Hi Blender users! We have to enhance the doc about how to get things from Blender to BJS. Here the existing one: http://doc.babylonjs.com/resources/blender and also some tips: http://doc.babylonjs.com/resources/blender_tips Github issue can be found here: https://github.com/BabylonJS/Documentation/issues/556 You can use github or this forum to suggest some missing parts, and you can, of course, suggest direclty here content to "copy-paste" If you prepare screenshots, please use the default Blender theme "Flatty light". If you want to see the advancement, here is my doc' fork. --- Nota Bene: (I put here a list which will be updated to easily retrieve some tips/methods/asking) about animation, something to investigate: when animating multiple objects, use have to rename each action with objectName-Action? Another one. about animation, explanations from JCPalmer, contribution to future changelod.md too. Blender animation parenting & pivot issue - instructions http://www.html5gamedevs.com/topic/34026-animation-methodology-review/ http://www.html5gamedevs.com/topic/37162-blender-animations/?do=findComment&comment=212575 http://www.html5gamedevs.com/topic/37272-blender-exporter-scaling-issue/?do=findComment&comment=213037 http://www.html5gamedevs.com/topic/37390-babylon-animations-array/?do=findComment&comment=213651 http://www.html5gamedevs.com/topic/37557-blender-shape-keys-babylon-morphtargetmanager/?tab=comments#comment-214455 animating a child mesh http://www.html5gamedevs.com/topic/37959-animating-a-child-mesh-from-blender-to-bjs/ export multiple actions vs only current : http://www.html5gamedevs.com/topic/37972-blender-exporter-total-frames/?tab=comments#comment-217375 --- todo list canceled for now: about automatic baking : can't be avoid for now
  5. In a blender armature modifier there is a setting called "Preserve Volume" which basically stops meshes from collapsing on themselves in some bone-related animations. I'm a newbie animator, but I'm aware that there is more to joints+deformations than just checking the preserve volume box and hoping things look good. This is particularly relevant given that some game engines, such as our beloved BabylonJS (also Unity) do not have this feature. So the question here is really what techniques do people recommend for keeping joints rotating/bending and looking nice in Babylon? An extreme example of volume being preserved versus not preserved occurs when twisting a model comprised of two cubes and two bones. With volume preserved we get what appears to be the twisting of a square column: Without volume preserved, we get twisting that collapses in the vicinity of the joint, creating something like an hourglass: If the twisting motion continues the central joint will get all the way squished: Something similar occurs in other twists such turning a head, in certain shoulder rotations, in internal/external leg rotation at the hip, and probably a bunch of other scenarios. A milder deformation occurs in movements that are mostly single-dimension rotations such as a knee or elbow bend.
  6. How do I play animations created in the blender action editor? I'm trying to organize walk, run, idle, etc animations and start/stop them by name. Also is there a particularly good way to import the blender objects that don't have any world position when the game begins? I noticed there are many different ways to load things. Objects in this game are spawned in after a receiving a network message, so there's no pre-existing concept of a scene (or my brain just isn't used to thinking about scenes). Even the terrain itself is chosen by the server. Which loading strategy should I employ? Blender scene: Action editor from under the dopesheet: Loading and positioning the character (exported with blender/babylon exporter 5.6.4): BABYLON.SceneLoader.LoadAssetContainer("./", "blocky.babylon", this.scene, function (container) { console.log('CONTAINER', container) var meshes = container.meshes var materials = container.materials // manually position the object somewhere that i can see it when the game starts up let whatever = meshes[0] whatever.position.y = 21 whatever.position.z = 4 container.addAllToScene() // can i just get rid of this somehow? // would prefer something like scene.add(new BlockyEntity()), executed later }) When inspecting the loaded `container` object, none of the animations arrays are populated. There does appear to be a `container.skeletons[0]._ranges` that has properties that match the names of my animations (crazy, walk, walkdss, etc). I'm not sure how to play them. Here is the character (appears to be hovering on the last frame of one of one of the animations? or maybe this is just the pose it is in in blender not sure) Thanks
  7. I'm using addMeshTask to load my models, and I'd like to start loading bones from them as well. Is there a similar function for loading bones asynchronously? (The documentation seems silent on this point.)
  8. 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
  9. Hello, For anyone that may be interested, I have been messing with mesh.py to get it to export Vertex Groups along with their associated indices and have attached it. I think @adam and @ozRocker have both asked about this and I'd definitely make good use of it. I'd be grateful if you could let me know if this works for you or not, please. It currently adds them under the 'meshes' as 'vertexGroups' Massive disclaimer: I am not good with Python! Thank you Problem: it duplicates indices. mesh.py
  10. Hello, For those that are interested, I have been able to tweak the Blender exporter to grab the vertex positions of a mesh over time and save it to metadata. As this comes straight from Blender it will also support PC2, MDD and animated modifiers. Files could end up quite large though if there's a lost of frames and / or a dense mesh. Clearly there's an issue with missing faces but here's a PG: https://playground.babylonjs.com/#XIF0AK#1
  11. mikhluz

    VERGE3D 2.5 FOR BLENDER RELEASED

    We are glad to present a new release of Verge3D – the Blender version comes first this time. We included several significant improvements in this release, such as basic support for Cycles nodes, puzzles for dragging objects with the mouse or gestures and puzzles for limiting object movement, support for anisotropic filtering for textures, Unicode characters and new settings for constraints. We have also created a new application to demo all these features. In this release: • Support for Cycles renders, including physically-based lighting model and the Principled BSDF node! • New Puzzles for positioning, rotating and zooming objects by using the mouse or touch screen. This tool has unlimited possibilities whether it's controlling the a complex equipment or the simple arrangement of the furniture in your apartment. • Support for international and special characters for the names of objects, animations, files and projects. • Textures now look much better due to anisotropic filtering feature. • Ability to control constraints, procedural animations, sounds and many other features in the Puzzles editor. • Various UI/UX improvements in App Manager. Remember the NASA Curiosity application? Now you can create the same app without a line of code using only visual logic blocks, look at our new example. Link to the Industrial Robot demo Link to the Full Article
  12. I downloaded the latest blender exporter for Babylon (currently 5.6.2), but I noticed that when I try to export there are no options for the exporter. See here: I tried with blender versions 2.79 and 2.80, and while the exporter does work in 2.79 I can only export with the default options. I've always hated Python so I'm not clear exactly what's happening, but I did notice that if I combine the contents of the JsonMain and ExportSettingsPanel classes I do see the options panel as intended. Does anyone know what's going wrong here?
  13. mikhluz

    Farmer's Journey

    This is a simple runner (walker exactly:) ) made with Verge3D engine and runs directly in the browser. All was modelled in Blender, even texturing in 90% made in Blender: I just set up shaders and light and baked it to texture. In my pipeline I've also used 3ds Max, Krita, Webflow, Gimp and Audacity. The game was made without coding in two weeks by only one artist. Character and most of the assets based on concepts of Vihn Nguyen . Thanks to Forget the Whale for the soundtrack. Link to the game: DIRECT LINK You can also download all source files with mesh, textures and sounds HERE Some art related to the game can be found here on my ARTSTATION PAGE
  14. Hi all! I use Blender for modelling. I've found out that mesh's instances can greatly improve performance, however I've got 2 issues after importing scene in Babylon.js: 1. There are no collisions with any instances except "parent" mesh. In Blender collision checkbox is set and affects all instances (no chance to set it separately, but that's OK in this case). How to enable collisions? 2. There are no tags for individual instance. I can set them for "parent" mesh, in Blender tags are visible for all instances, however they are not accessible from Babylon.js. How to set different tags for individual instance? Thank you!
  15. Hello, I'm posting this partly to help anyone else who has struggled with this, but also to ask if I am doing something wrong / if this is a bug in the exporter. When I export a mesh from Blender with 'Shape Keys', I have to create two Keys in addition to the Basis for it to work in Babylon. One Key + basis: https://www.babylonjs-playground.com/#0XATER#1 Two keys + basis: https://www.babylonjs-playground.com/#0XATER
  16. Hello, Can mesh.lookAt be hardcoded into a .babylon file? If so, how? I have a few meshes in blender that I would like to use the 'Track To' constraint but I see that these are not supported for meshes in the exporter, whereas they are for cameras. I am hoping I can tweak the Blender > Bablyon exporter. I appreciate I can do the same thing in the js script, but I'd rather have Blender and the exporter do it for me. Cheers,
  17. Probably a good question for @JCPalmer: I am looking for some advice regarding rotations of exported Blender models. During the creation of the two models below I used the Blender alignments, i.e. I used front view when editing the front of the model, right view to edit what I considered the right side, etc. However, when I export them they have different alignments than expected. The box model is just a simple test cube. It does not have an armature. The "dude" model does have an armature. Still, it is aligned with the same axes as the box. Neither model has any rotation (all 0's). Both are using the default XYZ Euler rotation mode. The dude is slightly elevated (y axis) but is otherwise at 0, 0. I would not expect the red dot to be visible in the Babylon shot. I have not rotated either mesh in Blender, only imported them with SceneLoader.ImportMesh.
  18. MDP Monkey

    Blender animations

    Hello - can anyone explain how to create a simple blender object with 2 or more animations, for exporting to babylon? I can get a basic animation to work, but more than 1 is a mystery. I can't find any tutorials that explain this. I just want a really simple cube that moves sideways and up and down, as separate animations. Then I'll be able to understand how to setup multiple animations in blender, ready to be used in babylon. Thanks
  19. QUESTION: How to animate many things? GOAL: review ALL types of Animation Options available. Reduce various animations into Patterns or Templates or MINIMUMS. There are great docs on this... what follows are the practices of each. RESULT: Animation-Type-Templates Examples: - eyes to look at stuff - mesh.lookAt() - a generic low-poly arm to grab stuff: bone animation - scene.beginAnimation() import from blender. - a generic IK arm - constraints - a morphing eyebrow - morph targets (minimum). - interpolate - random attributes like color, or opacity - a motion path - Blender Animation Ranges like: idle, jump, attack, die, win ADDITIONS: - Bone Animations - Review from docs - mesh.spinTo(), moveTo(), scaleTo() - Dynamic Animation (powerful?) - BABYLON.Animation.createAndStartAnimation() There are a ton a great resources on all of these. Point is: They are all different Animation Types. Highlighting the tricky spots, referencing solutions, and... the great docs and playgrounds that already exist. UPDATE: a long list of successful blender animation export examples below.
  20. Its me again I can play animation of an imported model with: new BABYLON.PlayAnimationAction(BABYLON.ActionManager.NothingTrigger, MESH_NAME, 0, FINAL_FRAME, 0), But this only works if I know the number of frames to put it as "FINAL_FRAME", now, I need to know if an imported model contains an animation (1) or not (0) and if it contains animation to know how many frames it haves. Is this possible? How can I make it? Gracias.
  21. Hi, Maybe its a dumb question but how can I get only the first mesh of a imported model from Blender? Until now I had no reason to use another thing like: scene.getMeshByName("unique_mesh"); But now I need to get only the first one (nad meybe the third one) to make changes in babylon. How can I achieve it? Thank you all.
  22. 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
  23. 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
  24. Hi, I try for a long time to create animations in Blender. In my case I have multiple meshes in one scene which mush have different independent animations. Bad result I get - both meshes share the same location/rotation/scale of their animations. PG demo: https://playground.babylonjs.com/#1EZI56 You can see that both meshes move and rotate together, like it is one mesh. However in Blender I try to make them independent, and inside Blender they really move like independent meshes - green box only rotates and red torus only moves. But when imported in BJS - they start to share position and rotation. I attach my .blend file here. I tried applying standard animations, tried Dope Sheet -> Action Editor to create different actions, but the same result. Is it possible to create different independent animations for different meshes in one scene? If yes - could you guide me step by step? Thanks! demo.blend
  25. Hello, When I use Blender and apply texture to some object - I can select an image from any folder. However, when I import scene to the BJS - it looks for all images in the folder where *.babylon file is. Import example: var meshTask = loader.addMeshTask("someName", "", "assets/", "myScene.babylon"); As a result - *.babylon file contains filenames only and BJS looks for them only in "assets/" + image_name.png. If we want to store images (and other files?) in a different separate folders - how it can be achieved? Because putting all Blender source files and all related files in one folder - not comfortable at all I see that Blender has a field with a relative path - maybe it can be exported/used somehow?