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Found 282 results

  1. Hi, When I create a cube in Blender scene, add alpha transparency, then export it as *.babylon file - cube has extra diagonals, which badly affects how transparent cube looks. How they can be removed?
  2. I'm struggling with getting this girl to walk and make facial expressions. If I separate the head, the head moves when using the "pout" morph. If I apply to the whole body, the rest pose is applied to the walk. Both work fine in Blender though. Is there something else I need to do to get morphing working with armature animation?
  3. I'm using Blender exporter 5.5 I have a mesh that has a bunch of materials. I exported to Babylon.js format but all the textures got merged into one texture. I researched further and discovered that I had 5 materials but only 2 "UV Map" entries. I added a new "UV Map" entry for each material and assigned their textures to use that UV map, but it didn't make a difference. Is there something I'm forgetting to do?
  4. Hello, I have a very simple animation in Babylon.js using an exported Blender scene; a cube that starts at 0°, rotates 90° then back to 0°. I start this animation using using a function containing this: scene.beginAnimation(scene.getMeshByName("Cube"), 0, 60, false); The Blender file has 3 keyframes and I do not want to bake them before exporting - all easings need to be in Babylon. How to I apply easing to an easing function, say, QuadraticEase() using EASINGMODE_EASEINOUT to this in Babylon? Any help would really be appreciated. Thank you.
  5. Using latest blender 2.79 and latest exporter from Babylon team: Camera and a cube animated 1-990 frames. On export, two things wrong occur: cube position array is cloned to camera, ensuring camera playback is dead center of cube once returned to blender, all /most keyframes sometimes deleted. As a diagnostic task, I removed the box to only export the camera, which resulted in the camera keyframes being deleted and no file exported at all, resulting in a large diagostic failure log. It appears the exporter deletes the camera and keyframes during export, then attempts to export empty data ( list out of range ) For files see :
  6. good afternoon, I had not gone through here for work because I'm already a bit free again and I want to continue learning ^^. Note that they have made many changes so I started again from the basics. That is why I have an animation that a friend made for me made in untity, try to export it to .babylon but I can not do it, so I opened it in blender and exported it from there, the problem is that I can not load it correctly, it is say load the model and its textures if they load, but your animation does not, I tried it in the sandbox and the same thing happens, seeing the element inspector notice this error: "babylon.js:3 BJS - [17:36:30]: Unable to import meshes from Scenes/Planeta/Planeta.babylon: Error in onSuccess callback t._ErrorEnabled @ babylon.js:3 f @ babylon.js:32 p @ babylon.js:32 (anonymous) @ babylon.js:32 m @ babylon.js:32 p @ babylon.js:3 XMLHttpRequest.send (async) s @ babylon.js:3 d @ babylon.js:3 t.LoadFile @ babylon.js:3 b @ babylon.js:32 i @ babylon.js:33 (anonymous) @ babylon.js:33 XMLHttpRequest.send (async) t.checkManifestFile @ babylon.js:33 t @ babylon.js:33 i._loadData @ babylon.js:32 i.ImportMesh @ babylon.js:32 createScene @ (index):71 (anonymous) @ (index):97 babylon.js:3 XHR finished loading: GET "http://babylon-uno/Scenes/Planeta/Planeta.babylon"." here is code. <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Babylon.js sample code</title> <!-- Babylon.js --> <script src=""></script> <script src=""></script> <script src=""></script> <script src=""></script> <script src=""></script> <script src=""></script> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); // var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 30, 0), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; var model; var skeleton; BABYLON.SceneLoader.ImportMesh("", "Scenes/Planeta/", "Planeta.babylon", scene, function (newMeshes, particleSystems, skeletons) { model = newMeshes[0]; skeleton = skeletons[0]; model.rotation.y = Math.PI; model.scaling = new BABYLON.Vector3(10,10,10); model.position = new BABYLON.Vector3(0, 0, 0); skeleton.position = new BABYLON.Vector3(0, 0, 0); skeleton.scaling = new BABYLON.Vector3(10,10,10); scene.beginAnimation(skeletons[0], 0, 100, true, 1.0); }); return scene; }; var scene = createScene();; engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); }); </script> </body> </html> I tried loading the model Dude and rabbit and these if they load everything well, so I do not know if it's a problem of how I export it, a problem with the plugin or something else I should do: here id the .fbx and de model exported :
  7. Hello, I cannot get a .babylon file to load. There are no console errors, and the scene is extremely simple. I tried to load on the playground as well, and it won't load there either. Are there any issues with the Blender .babylon exporter at this time? Please take a look if you can. Thanks, DB
  8. Hello, This is more like a general question, but during the last years many things has changed, somewhere syntax, somewhere architecture. Blender has changed, babylon.js too. I would like to know what is a recommended workflow today (in 2017/2018 and future) for creation a complete and complex game scene - with all lights, shadows, camera, collisions, sounds, textures, locations, different meshes etc. ? Lets say we don't use any physics plugins, because most important things are already built-in. Also the priority is a resulting performance. Is it enough and efficient to use Blender only? I see in some examples people still do "ImportMesh" and then in a loop "meshes.forEach..." to configure imported meshes. Also some tutorials are too old because Blender has changed and I haven't found out how to enable babylon's camera-to-mesh collisions. So.. your thoughts? Everything in Blender (other tool) or import meshes one by one and continue with a plain JavaScript?
  9. Hello, I'm a newbee at babylonjs and I'm currently learning the BJS engine as well as the blender for 3d modelling. I have a problem when I import a .babylon file that I have created in blender. What I want to do is after loading the model, to set an ArcRotate camera to the model. I'm using this propery in order to set the target: var assetsManager = new BABYLON.AssetsManager(scene); var boatMeshTask = assetsManager.addMeshTask("BoatTask", "Boat", "assets/Boat/", "tugboat.babylon"); boatMeshTask.onSuccess = function (task) { model = task.loadedMeshes[0]; model.position.z = -80; model.position.y = 3; = model; camera.lockedTarget = model; }; assetsManager.load(); ... The problem is that when I try to apply a rotation to the model at Z axis, my skybox rotates as well. I'm using BABYLON.Space.LOCAL. For translation I'm using the following code: model.rotate(BABYLON.Axis.Z, rotationAngle, BABYLON.Space.LOCAL); This is the model I try to load: Any suggestion;
  10. Kinect V2 skeleton

    This topic is a follow up to one of the "what's next?" comments I made. I have added facility into an addon for Blender, which allows post import operations on MakeHuman meshes / skeletons. The button highlighted, converts the 160 some odd bone, default skeleton to one made for Kinect2. The bones are named for the bone tail which lines up to the joints the sensor's output. There was an old topic about this, but: The people are gone. They shared nothing but pictures. This includes their skeleton, which could have been the reason for all their problems. Here is a .blend of my converted skeleton. Any comments would be appreciated, @gryff, @dbawel maybe? The skeleton units are in decimeters, which are easy to convert the sensor's meters to, but any solution should probably have a units multiplier. The .blend is already in weight paint mode, seen below. Just RIGHT click any bone to see its weighting on vertices. For the rest of this topic, I am just sounding out how I think this might be implemented in 3.2. DB, for your electronics company work, I think you are going to have time requirements which are too tight for waiting for 3.2. First, I wish to use this for pose capture, but making changes to the Skeleton class (or QI Skeleton sub-class) to do live animating may actually help debug things & therefore be a twofer. To this skeleton class, if the bones array cannot be changed to a { [bone: string] : BABYLON.Bone } dictionary for compatibility reasons, I think there needs to be some additional data elements & a method to switch on Kinetics, because calling getBoneIndexByName() 25 times every update is probably slower. Next thing is, yes bones are basically a local matrix to the bone parent, & kinetics returns data in it's world space, BUT that is no reason to go all the trouble of converting sensor output to local space (unless doing mocap - more later), WHEN skeleton.prepare() is just going to have to convert it back. Performance could suck. Having an alternate _computeTransformMatrics() seems like the level to branch off to convert from kinect space to world space. Here is a non-running mock up of all these changes: public onAfterComputeObservable = new Observable<Skeleton>(); protected _kinectsDictionary : { [bone: string] : BABYLON.Bone }; protected _useKinetics : boolean; protected _kineticsBody : any; protected _kinecticsBodyIdx : number; protected _kinecticsUnits : number; protected _kineticsFloorClipPlane : BABYLON.Quaternion; public switchToKinetics(val : boolean, units = 1, bodyIdx = 0) : void { this._useKinetics = val; if (val) { for (var i = 0, len = this.bones.length; i < len; i++) { this._kinectsDictionary[this.bones[i].name] = this.bones[i]; } this._kinecticsUnits = units; this._kinecticsBodyIdx = bodyIdx; } else this._kinectsDictionary = null; } public incomingKineticsDataCallback(eventData : string) : void { var parsed = JSON.stringify(eventData); this._kineticsBody = parsed.bodies[this._kinecticsBodyIdx]; // account for right handed to left handed for this here this._kineticsFloorClipPlane = new BABYLON.Quaternion( parsed.floorClipPlane.x, parsed.floorClipPlane.z, parsed.floorClipPlane.y, parsed.floorClipPlane.w ); this._markAsDirty(); } /** * @override */ public _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: BABYLON.Matrix) : void { if (this._useKinetics) { this._kineticsTransformMatrices(targetMatrix, initialSkinMatrix); }else{ super._computeTransformMatrices(targetMatrix, initialSkinMatrix); } this.onAfterComputeObservable.notifyObservers(this); } protected _kineticsTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: BABYLON.Matrix) : void { // ... } For using this for capture, maybe a method in the bone class say, worldToLocalMatrix(), which could be called by code monitoring the onAfterComputeObservable. This is my current straw man. I do not even have the hardware, right now. Thoughts?
  11. Hi All, Asking these questions now could save me weeks of trial and error. Any advice would be much appreciated. Essentially, I am creating a humanoid dancer whose animations I will need realtime control over, at least in terms of sequencing them. I'm using Blender to create the humanoid, but the animation part can either be done in Blender or directly in BJS. I've already started going through the forum to learn what works and does not work with Blender exporting so I will try to not ask too many questions that already have answers (I might fail at this). Here are questions that I think will help guide me to make smart choices: * I think it's important to note that I only need to import my mesh (and potentially the armature/animation, if I go that route). I do not need to import any textures, cameras, lights or environment. The Morph Target Option 1. If I use BJS Morph Targets should I export my humanoid mesh in various positions so that I end up with say 8 OBJ or Babylon files for import? 2. If I use Morph Targets is there any benefit to using the Babylon export format over using OBJ, glTF or any other format? 3. Hopefully I can pose my mesh with rigify armature and then delete it so that I'm not unnecessarily importing the armature as well since I'm just doing Morph Targets with this option, but if anyone has experience with this, any advice would be much appreciated? The armature (with Rigify) Option 4. Are there any new features with BJS 3.0/3.1 I should know about (that aren't documented fully yet) if I go the skeletal armature route? 5. Is the Babylon export format the best way to import my mesh with armature? Last two questions (and thanks for bearing with me) 6. The Blender Babylon exporter gives an error when I don't have a camera in my Blender scene. Is there any reason I need to include a camera? I'm planning on setting that up in BJS of course. 7. I've done some preliminary tests on exporting just my mesh (it has multiple sub objects, but no armature) from Blender with the Babylon exporter and sometimes I see a series of errors. Picture attached. If anyone has experience and is familiar with these errors any words of wisdom would be appreciated. I will work on trying to make (if possible for my needs) my total mesh just one mesh instead of having multiple parts to simplify my tests. I realize I'm asking a lot here so please feel free to respond to 1 or more questions or none, if you are busy : )
  12. Hello, What is the simplest OR best way to get a cube to copy a footIK bone transforms (location/rotation) AND export successfully? When the right foot IK is posed, the cube mimics the transform in Blender, but on export the cube has no animation. How to get the cube to mimic the footIK transform? NOTE: not a case of applying transforms (did that).
  13. hello, just started with babylon and got an fbx file exported from blender to .babylon. using `BABYLON.SceneLoader.Load` to get my object. The camera is rotation around its axis and instead I would like it to rotate around the object. Playground: don't know how to use an external file for the car, but I hope you guys can at least look at the code and maybe spot something i'm doing wrong. thank you
  14. The Verge3D engine First Release!

    The first version of Verge3D is out! With Verge3D you can publish your 3D models on the Internet, create high-quality and smart 3D configurators, product presentations, e-learning applications and games. Use PBR-materials and the shader node editor to impress your audience with photoreal graphics. Design interactive scenarios with Puzzles, a next-gen visual programming tool. It is time to create interactive visuals for your online projects! Press release: #verge3d #3dweb #webgl #javascript #b3d #soft8soft #puzzles
  15. I am using Blender 2.79 version and Blender2Babylon-5.4 exporter. I am getting error while exporting it to .babylon scene Attaching the blend file as well as the log file. Please help. -Ashish pump_oil_blendswap.blend pump_oil_blendswap.log
  16. QUESTION: How to animate all the 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: - Wingnut wants a backhoe first thing? Ok.... um. : ) - eyes to look at stuff - mesh.lookAt() - a generic low-poly arm to grab stuff: bone animation - scene.beginAnimation() - a generic IK arm - constraints - a morphing eyebrow - morph targets - 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. So needed: an all of the above approach. Where a review of each, generates QUESTION's and methodology. Highlighting the tricky spots, referencing solutions, and... the great docs and playgrounds that already exist. Please supply tips or improvements ... Thanks!
  17. Hi, was testing my personal project: a low poly mesh with a few actions exported using the b2b exporter v5.4. The animation range in the start frames are off by 1. My actions start from frame 1, exported babylon file shows frame 0 and testing confirms the animation when triggered doesn't loop nicely. Currently, the mesh has 4~5 actions, project upon completion should have a few hundred or so. Just curious, is this bug from the exporter or blender ? Should I start thinking about coding a fix when ImportMesh is called from babylon ? Or is this like a quick 2s fix on the exporter ? Pls do not tell me that I have to edit it manually... Thanks for reading and hope it helps, cheers
  18. QUESTION: What are the minimum steps required to get a bone to export from blender and to be visualized with Debug.SkeletonViewer? Having trouble making a cube add a bone and then export to babylon. After a bunch of variations I see why... there are many steps: Applied: Object->Apply->Location & Rotation & Scale. And ensured Camera Icon is on Armiture (exporting). Weight Painted. Or setParent-> Auto Weights. And added Armiture modifier... still no bones. Tried two different loading types, two different export types (Tower of Babel), and then... #3 glTF. Fabulous! I'll leave the tips that I find below. GOAL: open blender > add 1 bone inside a cube or tube and > export to .babylon > then see bone with Debug.SkeletonViewer. PURPOSE: to run a bunch of test animations on bones (at runtime). CONTEXT: Blender version (2.78) and updated the exporter (babylon.js ver 5.4.2). Also Tower of Babel, and glTF exporter 1.0. UPDATE: glTF animations look promising. I'll provide answer here for minimum steps to animate GLTF Blender Export. Any tips of things to try in this experiment? Thx.
  19. Hello! So this is weird.... I've got a rigged character in Blender that I want to duplicate so that I can animate a scene with two characters interacting. The issue I'm having is that when I duplicate that mesh in Blender (by selecting both the mesh and the armature and pressing Shift + D) and export it, the duplicated character is rotated differently in my BJS scene than it was in Blender. If I rotate the duplicated mesh 45 degrees (along the Z axis) in Blender, then export it to a .babylon file, it renders as being rotated 90 degrees in BJS. Rotating him 90 degrees in Blender gets even weirder: the mesh starts rotating along a different axis. And if I rotate him further then he starts doing all sorts of crazy acrobatics. Here's a few screenshots of what I'm talking about: Any ideas why it's rotating like this or how I might fix it? I have a hunch it's something to do with how I duplicated the mesh (maybe Shift + D was a bad idea? Is there a better way to duplicate this rigged mesh?) but I'm a newbie to Blender and BJS and I'm at a loss here. My log file didn't return any errors when I exported the .babylon file too, for what that might be worth. I'd be happy to attach the .blend and .babylon files too if that'd help diagnose it, just let me know! As a side note, I've been lurking these forums for a while and its incredible how helpful everyone here has been. Your answers on all these countless old topics has helped me get this far, I feel like I already owe you guys big time.
  20. How would I reference a light imported from Blender? I'm appending a scene with a directional light (sun) as follows: BABYLON.SceneLoader.Append("", "museumScene.babylon", scene); Now, if I add a "fire when fully imported" function to return the array of lights in the scene, I see my sun in the console just as I'd expect: BABYLON.SceneLoader.Append("", "museumScene.babylon", scene, console.log(scene.lights)); However, if I try to reference the sun in the normal way, I only get null: BABYLON.SceneLoader.Append("", "museumScene.babylon", scene, console.log(scene.getLightByName("sun")));
  21. Hello community, i am new here, because i have any questions about blender + babylon.js I want to create a game (oh, really ? :D), write the logic in JavaScript and the design stuff in blender. Now i am an point i dont know how to group objects in blender, so in can use them in babylon.js I am great in Webdevelopment but terrible in blender (no experience) I am able to add stuff like tubes, cubes, etc. but not shure about how to group them so babylon.js can create meshes out of the groups. It seems to babylon.js create for every item (cubes, tubes, ...) i add in blender a new mesh. I want that when i group things, that only for the group are meshes created. (See screenshot) BTW i export every thing as *.obj And (for this point not necessary), how can in group, groups to an whole "item", like an building, car, or something else ? Thanks guys!
  22. Hello, I am developing a 3d page, with babylonjs, I have the scene, that I am modeling and exporting in "blender" to a babylon file. In code I am adding shadows and lights, some of these lights I need turn on an turn off whe the lamp is clicked. I create the lights like this: //Luz global light[0] = new BABYLON.DirectionalLight("LuzGlobal", new BABYLON.Vector3(0, -1, 1), scene); light[0].diffuse = new BABYLON.Color3(1, 1, 1); light[0].specular = new BABYLON.Color3(1, 1, 1); light[0].direction = new BABYLON.Vector3(0, -1, 1); light[0].position.x = 27; light[0].position.y = 28; light[0].position.z = -89; light[0].intensity = 1.0; //createLensFlare(); //Creamos las luces de las lamparas light[1] = new BABYLON.SpotLight("lampara1", scene.getMeshByName("lamp1").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[1].diffuse = new BABYLON.Color3(1, 1, 1); light[1].specular = new BABYLON.Color3(1, 1, 1); light[2] = new BABYLON.SpotLight("lampara2", scene.getMeshByName("lamp2").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[2].diffuse = new BABYLON.Color3(1, 1, 1); light[2].specular = new BABYLON.Color3(1, 1, 1); light[3] = new BABYLON.SpotLight("lampara3", scene.getMeshByName("lamp3").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[3].diffuse = new BABYLON.Color3(1, 1, 1); light[3].specular = new BABYLON.Color3(1, 1, 1); light[4] = new BABYLON.SpotLight("lampara4", scene.getMeshByName("lamp4").position, new BABYLON.Vector3(0, -1, 0), 0.8, 2, scene); light[4].diffuse = new BABYLON.Color3(1, 1, 1); light[4].specular = new BABYLON.Color3(1, 1, 1); And I switch the state like this: // Apagamos o prendemos la luz de la lampara 1 scene.getMeshByName("lamaparaCalle1").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle1").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[1].isEnabled() == true){ light[1].setEnabled(false); if(scene.getMeshByName("vlsT1") != null) scene.getMeshByName("vlsT1").setEnabled(false); } else{ light[1].setEnabled(true); if(scene.getMeshByName("vlsT1") != null) scene.getMeshByName("vlsT1").setEnabled(true); } })); // Apagamos o prendemos la luz de la lampara 2 scene.getMeshByName("lamaparaCalle2").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle2").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[2].isEnabled() == true){ light[2].setEnabled(false); if(scene.getMeshByName("vlsT2") != null) scene.getMeshByName("vlsT2").setEnabled(false); } else{ light[2].setEnabled(true); if(scene.getMeshByName("vlsT2") != null) scene.getMeshByName("vlsT2").setEnabled(true); } })); // Apagamos o prendemos la luz de la lampara 3 scene.getMeshByName("lamaparaCalle3").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle3").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[3].isEnabled() == true){ light[3].setEnabled(false); if(scene.getMeshByName("vlsT3") != null) scene.getMeshByName("vlsT3").setEnabled(false); } else{ light[3].setEnabled(true); if(scene.getMeshByName("vlsT3") != null) scene.getMeshByName("vlsT3").setEnabled(true); } })); // Apagamos o prendemos la luz de la lampara 4 scene.getMeshByName("lamaparaCalle4").actionManager = new BABYLON.ActionManager(scene); scene.getMeshByName("lamaparaCalle4").actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { if(light[4].isEnabled() == true){ light[4].setEnabled(false); if(scene.getMeshByName("vlsT4") != null) scene.getMeshByName("vlsT4").setEnabled(false); } else{ light[4].setEnabled(true); if(scene.getMeshByName("vlsT4") != null) scene.getMeshByName("vlsT4").setEnabled(true); } })); But the first time that i turn off the lights the scene is paused and then continue, what is the best way to do that? maybe I am doing something wrong. the complete source is: the project path is: entorno-models/code/proyBabylon/p2/ thanks and regards
  23. Blender to babylon export error

    Hi @Deltakosh@JCPalmer @Wingnut @RaananW@JohnK I am trying to export a model from blender to babylon and I am getting the below error while exporting. ========= An error was encountered ========= File "C:\Users\Raghav\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\babylon-js\", line 152, in execute self.to_scene_file() File "C:\Users\Raghav\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\babylon-js\", line 212, in to_scene_file mesh.to_scene_file(file_handler) File "C:\Users\Raghav\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\babylon-js\", line 634, in to_scene_file if self.hasSkeleton: ERROR: 'Mesh' object has no attribute 'hasSkeleton' ========= end of processing ========= I attached the log file that is generated while exporting. Thanks, Raghavender Mylagary untitled.log
  24. I am just learning blender and babylon. blenderpic.tiff shows what it looks like in blender, which is what I am trying to do. Babylon.tiff shows what it looks like in babylon, which is a mixed up mess. Getting frustrated and found the butterfly_shpere_TEXTURE.jpg, which I am guessing the export is creating and then using in babylon which is wrong. Again I don't know much, but would appreciate any help. In blender I am only using material, texture and the uv map editor. I would gladly provide other information if it would help, but don't know what is needed. blenderpic.tiff babylon.tiff speretext.tiff it works if the wings are all one texture and the body is just a color.
  25. Hello I want to load a scene generated from blender, the generated file is .babylon, in my local, I have no a problem loadding the sene but in the host I can´t, in the console I have the next problem: Uncaught Error: Error status: 404 - Unable to load models/scene1/landScape.babylon at XMLHttpRequest.e.onreadystatechange (babylon.custom.js:3) Searching in google I se that I need to add mime types but I don´t know how. my html code is: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Entorno Mexicano</title> <link href="css/style.css" rel="stylesheet" type="text/css"> <link rel="stylesheet" href=""> </head> <body> <canvas id="renderCanvas"></canvas> <!-- Carga de los js que se utilizan --> <!-- Babylon.js --> <script src="js/babylon.custom.js"></script> <script src="js/jquery-3.1.0.min.js"></script> <!-- codigo js personalizado --> <script src="js/main.js"></script> </body> </html> and my js file is: if (BABYLON.Engine.isSupported()) { canvas = document.getElementById("renderCanvas"); engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("models/scene1/", "landScape.babylon", engine, function (newScene) { scene = newScene; // Wait for textures and shaders to be ready scene.executeWhenReady(function () { // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { scene.render(); }); // Funcion para cuando se redimensiona la ventana $(window).on('resize', function() { engine.resize(); }); }); }, function (progress) { $(".textoCarga").text( ((progress.loaded/*100).toFixed(2) + "%"); }); } Any idea why I can do Thanks an regards