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Found 221 results

  1. I've been following this issue on and off - mainly through @JCPalmer's posts on various threads. There is also a tutorial on the BJS documentation site (written by JCP?) That tutorial gives a little bit of code to let the .babylon engine know that compressed textures are available: var available = ['-astc.ktx', '-dxt.ktx', '-pvrtc.ktx', '-etc2.ktx', '-etc1.ktx']; var formatUsed = engine.setTextureFormatToUse(available); But I have a couple of questions: 1. The BJS Blender Exporter will take the textures I have used in Blender (.png or .jpg usually) and the .babylon file created will include those pngs and jpgs. So will those two lines of automatically use a .ktx version instead - over-riding the .babylon file? 2. " The texture must be encoded with the Y-axis flipped ". Flipped so that is where the X axis was ie, 90 degrees, or mirrored on the Y axis? 3. Is the device being used automatically detected so that a low level compression format (etc1)will be used on certain processors but a higher level format (astc) be used where appropriate? I've done some tests on compression with a simple tiling png texture (570kb) and compressed it using the Mali Compression Tool and the results are impressive - a .ktx file size of 129kb (etc1) cheers, gryff
  2. I have just reverse engineered what happens to a Hair particle system when it is converted to a mesh. No matter how many "segments" you say to use when it is a particle system, you get a block of 65 vertices (for 64 segments) for each strand. In this picture of a system with 2 strands: The output looks like this (already converted to left handed): vert: 0 location: -.7644,1.2222,-.8473 vert: 1 location: -.7644,1.2549,-.8473 vert: 2 location: -.7644,1.2904,-.8473 vert: 3 location: -.7644,1.3285,-.8473 vert: 4 location: -.7644,1.3692,-.8473 vert: 5 location: -.7644,1.4122,-.8473 ... vert: 64 location: -.7644,4.7778,-.8473 ========================================= vert: 65 location: 1.2222,.1286,.33 vert: 66 location: 1.2549,.1286,.33 vert: 67 location: 1.2904,.1286,.33 vert: 68 location: 1.3285,.1286,.33 vert: 69 location: 1.3692,.1286,.33 vert: 70 location: 1.4122,.1286,.33 ... vert: 129 location: 4.7778,.1286,.33 Clearly 65 data points for a 25,000 hairs is not going to be practical for a line system. In this example, it only really needs 2 points per strand. Any ideas on a way to reduce the data points between the first and last, based on some kind of straightness between sets of 3 points tolerance? When the strands are not straight, pulling out data points are going to make them look jagged, but with enough hairs, might this not be obscured? Especially since you are probably not going to get this close. Like most of my topics, I'll probably be talking to myself once again.
  3. Hi Forum, First of all, i tried to create a snake game for my project, however i have encountered some difficulties. I can't make the apple dissapear upon contact / collision with the snake. I can make the object dissapear normally if its just mesh from babylon ( sphere, box, etc ) . However, when i tried to do the same to imported blender object, it doesnt work, Any ideas? Any Help given is greatly appreciated. Thank you here's my code : P.S : i tried to upload it to playground, but it seems not working, as my snake and apple are on different file, and i dont know how to upload them in playground. <!DOCTYPE html> <html> <head> <title>Snake Game</title> <script src="babylon.js"></script> <script src="hand-1.3.7.js"></script> <script src="babylonObjLoader.js" ></script> <link rel="stylesheet" type="text/css" href="style.css"> </head> <body> <canvas id="mycanvas"></canvas> <script> var canvas = document.getElementById("mycanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { var scene = new BABYLON.Scene(engine); var ground = BABYLON.Mesh.CreateGround("ground1", 100, 100, 100, scene); //var camera = new BABYLON.FreeCamera("camera2", new BABYLON.Vector3(0,5,-10), scene); /*var camera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(0, 1, -15), scene); scene.activeCamera = camera;scene.activeCamera.attachControl(canvas); scene.activeCamera.keysUp.push(87); */ var camera = new BABYLON.ArcRotateCamera("camera",0,0,0,BABYLON.Vector3.Zero(0,10,0), scene); //var camera = new BABYLON.TouchCamera("camera2", new BABYLON.Vector3(0, 10, 0), scene); //var camera = new BABYLON.GamepadCamera("camera2", new BABYLON.Vector3(0, 15, -45), scene); //var camera = new BABYLON.DeviceOrientationCamera("camera", new BABYLON.Vector3(0, 1, -15), scene); //var camera = new BABYLON.FollowCamera("camera2", new BABYLON.Vector3(0, 15, -45), scene); //camera.lockedTarget = model; //camera.setPosition(new BABYLON.Vector3(0,5,-10)); camera.setTarget(BABYLON.Vector3.Zero(),scene); camera.attachControl(canvas,false); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0,1,0), scene); light.intesity = 0.5; var body = BABYLON.MeshBuilder.CreatePolyhedron("body", {type: 10, size: 0.7},scene); var materialBody = new BABYLON.StandardMaterial("bodyMat",scene); materialBody.diffuseColor = new BABYLON.Color3(1,0,0); body.material = materialBody; body.position.y = 5; body.position.x = -50; body.rotation.x = Math.PI/4; body.rotation.z = .19; var head = BABYLON.Mesh.CreateBox("head",0.7,scene); var materialHead = new BABYLON.StandardMaterial("HeadMat",scene); materialHead.diffuseColor = new BABYLON.Color3(.5,.2,0.3); head.material = materialHead; head.position.x = -4.5; head.position.z = -3; head.position.y = 1; var apple; BABYLON.SceneLoader.ImportMesh("","Finalproject/", "apple1.obj", scene, function (meshes) { apple = meshes[0]; apple.parent = sphere1; /*engine.runRenderLoop(function() { //scene.activeCamera.alpha += .01; apple.rotation.y +=0.1; scene.render(); }); */ }); /*var sphere1 = BABYLON.Mesh.CreateSphere("sphere1",1,1, scene); sphere1.position.y = 0.7; sphere1.material = myMaterial; var myMaterial = new BABYLON.StandardMaterial("myMaterial", scene); myMaterial.diffuseColor = new BABYLON.Color3(0, 1, 0); */ //sphere1.parent = apple; var snake ; BABYLON.SceneLoader.ImportMesh("","Finalproject/", "alphaSnake.babylon", scene, function (newMeshes, particleSystems, skeletons) { snake = newMeshes[0]; snake.position.y = 2; snake.rotation.z = -0.07; snake.rotation.y = 10; snake.rotation.x = 25; snake.position = new BABYLON.Vector3(0, 0, 0); head.parent = snake; var isvisible = false; window.onkeyup = function(event) { event = event || window.event; var keyCode = event.which || event.keyCode; switch(keyCode) { // W key case 87: snake.position.x +=3; //scene.beginAnimation(skeletons[0], 0, 60, true, 1.0); if (head.intersectsMesh(apple, false)) { isvisible = true; } break; // A Key case 65: snake.position.z +=3; //scene.beginAnimation(skeletons[0], 0, 60, true, 1.0); break; // S key case 83: snake.position.x -=3; //scene.beginAnimation(skeletons[0], 0, 60, true, 1.0); break; // D key case 68: snake.position.z -=3; //scene.beginAnimation(skeletons[0], 0, 60, true, 1.0); break; } }; scene.registerBeforeRender(function(){ if(isvisible == true) { apple.dispose(); /*sphere1.scaling.x = 5; sphere1.scaling.y = 5; sphere1.scaling.z = 5; sphere1.position.y = 2.5; sphere1.material = myMaterial; apple.scaling.x = 0; apple.scaling.y = 0; apple.scaling.y = 0; */ } }); }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { //scene.activeCamera.alpha += .01; /* if(isvisible == true) { sphere1.scaling.x = 0; } */ scene.render(); }); window.addEventListener("resize",function(){ engine.resize(); }); </script> </body> </html>
  4. Are texture atlases currently supported in conjunction with cycles baking? If i use the blender plugin that allows to map multiple objects to one atlas and then bake some lighting layers in there it renders fine in blender. The plugin apparently assigns UV maps to the mesh. After that, subsequent exports will trigger baking and it seems they try to use the existing UVs somehow and somehow the baked textures don't match or are blank. Removing the UVs then makes things work again. In general: i couldn't find any good material on how to export baked lighting (cycles) in conjunction with diffuse textures how can the UVs of on-the-fly-baked maps coexist with hand-made textures UVs? Thank you!
  5. I've been experimenting with the ability to use the opacityTexture with materials. And I have a couple of questions. First, what is the functionality of the opacityTexture in BJS. In the PG demo of fire, it appears to be acting as an alpha map that gives a general shape of the flame. Candle stick However, when I try to use the same flame and alpha map on a simple plane in a playground - I just get the square image of fire Simple plane Why? Does the use of .opacityTextures require the fireMaterial script? If it does, that is not indicated in the docs. Secondly, I tried using the same two textures in Blender - see result below. A simple plane has one material with two textures - flame and opacity.- and as you can see both have an impact on what is rendered. However, when I export the plane to .babylon I get this curious comment: Looking at the .babylon file the material only contains the flame texture - no reference at all to the opacity texture used. What does that mean? And how do I export these alpha map textures from Blender ? Edit: I have the opacity texture exporting now by changing the value of the "alpha" in image below to 1. But I still get the warning message and the result viewed in the sandbox is just the square plane with the flame texture cheers, gryff
  6. I'm getting this error when trying to import a babylon file Uncaught ReferenceError: camera is not defined at Observer.callback (localhost/:33) at Observable.notifyObservers (babylon.max.js:3399) at Scene._checkIsReady (babylon.max.js:15546) at babylon.max.js:15540 You can see the code on attachment. Help please index.html
  7. Hello everyone, I am working on a game project using BabylonJS (thank you for your hardwork on this amazing framework!) and using Blender to create model. I've been following this guy to create model and animation for my character: After I was done and ran the animation in BabylonJS, the model was fucked up and stretched everywhere unlike in Blender. I've looked for a lot of similar questions in the forum but still can't solve it (set LocRot, scale to 1, loc and rot to 0,...). Can you guys help me figure out what is wrong with the blender file? Blender file: Babylon file: This is the model from the guy above, if you can find the problem with this file, I can fix it on my (terrible) model too. You can drop the babylon file in sandbox to see the problem since I checked the autolaunch animation box. Thank you all! P/S: The file doesn't come with a texture sorry, it's not really important though.
  8. Hi, some time ago i started learn babylonJS, which some experience in phaser I made this: And now i have two problem to resolve: 1. Animation of walk of character stretching char - you can check it using keys WASD. 2. Mesh character have bones. I think about bone right hand, when i use function attachToBone sword has been attached in different position than bone. Thanks for help Tom
  9. Hi, I hope someone can help me. I want to export my Blender model with the Babylon.js Blender Exporter and import it in my App. In general this works fine, but I have one problem that I can't solve. In Blender I added a parent connection between a plane and a bone of my armature. The idea is that the plane should move if the bone moves. In Blender this works fine, but not with Babylon if I import the exported scene (tried my app and the BABYLON sandbox). Now I have two problems (which may be related to each other ?) 1. The plane is in a different place in Babylon (compared to the Blender model) 2. The parent connection is not exported and if I set the connection in my app directly after the import the plane moves to a weird place (but it follows the bone) Would be nice if someone can have a look at my Blender model. In my model there are actually two planes LED.L and LED.R and a want to attach these planes to the Neck bone of my ReetiArmature. Reeti.blend Reeti.babylon
  10. Hello every one, Thanks you fr your help, trying to import a mesh from blender to my scene but failed... Here's my code : var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh("", "scenes/", "untitled.babylon", scene, function (newMeshes) { // Set the target of the camera to the first imported mesh = newMeshes[0]; }); scene.registerBeforeRender(animate); var LinesRed = BABYLON.Mesh.CreateLines("LinesRed", [ new BABYLON.Vector3(boxRed.position.x, boxRed.position.y, boxRed.position.z), new BABYLON.Vector3(planeRed.position.x, planeRed.position.y, planeRed.position.z), ], scene); // Our built-in 'ground' shape. Params: name, width, depth, subdivs, scene var ground = BABYLON.Mesh.CreateGround("ground1", 15, 15, 5, scene); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); // Resize window.addEventListener("resize", function() { engine.resize(); }); }); At first I kept my previous light, camera and so on but nothing showed up I used the importmesh from teh playground, it appears on sandbox Do I have to delete the camera, light from blender and keep it on my code because i only want the mesh Here is the browser console Thank you all
  11. 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: Line Number 1, Column 1: Playground Link: Thanks!
  12. Hi to all. There really isn't any issue here; as exporting animations to babylon from blender works fine, except for the "4 bone influencers per vertex" limitation. I understand that it is a browser thing: My question is sort of strange, but I'll ask it anyways. I have no idea how to rig following this limitation in blender. How would one go about ensuring that this limit is not exceeded? Sure importing a MakeHUman model with the gaming rig, 32 bones I think, enabled would work, but when of the times when one is not rigging humanoid characters? Like sea monsters? Or giant insects? or something like that? And even if one is rigging a humanoid character, what of when the MH rig just doesn't do what you'd want and you have to do your own rig? So how would one make rigs ensuring that that limit is not exceeded? Any pointers on how to go about this would be appreciated. I also have one other question, would it possible to have babylon.js come with something like a visual editor for rigging? You import your static models and then rig them using it; it should guide the rigging process so that this "4 bone influencers per vertex" thing is not exceeded. (Please don't tell me to build it myself! ; at least not now!) Those are my questions. I attached a picture showing what happens when the limit is exceeded; the animation works but some areas are invisible. Other rigs I did did not show at all once exported to the .babylon format. Thanks in advance.
  13. In the image below there are 2 scenes : 1. the 3D window of Blender, 2. The same scene exported as a.babylon file and viewed in the Sandbox. The scene is a low poly "rock" and a number of instances (10) using Blender's particle system on the ground plane. The particle system is then converted to instances (using the modifier "Convert" button) But compare the rotation of the instanced rocks between 1 and 2 - they are different. I have highlighted 4 of the worst - but others are incorrect on closer examination. (D is really really noticeable!! ) Anyone any thoughts about what might be going wrong? I can provide .blend files if needed. cheers, gryff
  14. Hello Masters, Need help to add 2-d text from babylon on the object which is blender object.The text should not be go outside of the rendered object. Can you please help me to short out this issue? It would be great if anyone have the example.
  15. I created default Cube without material with Blender and second one with Babylonjs BABYLON.MeshBuilder.CreateBox('Babylon', {size: 2}, _scene) All parameters is the same expect both have different positions, normals, indices. I assume it is because babylonjs has different axis system (left). Example: How can I make these cubes look the same?
  16. Hi, processing begun of node: Barcelona Chair Master processing begun of mesh: Barcelona Chair ButtonsBack processing begun of baked material: Barcelona Chair ButtonsBack Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap ========= An error was encountered ========= File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 787, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2135, in __init__ self.bake('diffuseTexture', 'DIFFUSE_COLOR', 'TEXTURE', image, mesh, uvName, exporter, recipe) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2167, in bake self.bakeCycles(cycles_type, image, uvName, recipe.nodeTrees) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2215, in bakeCycles bpy.ops.object.bake(type = bake_type, use_clear = True, margin = 5, use_selected_to_active = False) File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) ERROR: Converting py args to operator properties: enum "DIFFUSE_COLOR" not found in ('COMBINED', 'AO', 'SHADOW', 'NORMAL', 'UV', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE') ========= end of processing ========= elapsed time: 1 min, 26.8304 secs Link for the blender model Test.log
  17. Hi, I am trying to export a scene i have created in Blender using babylon exporter. While Exporting i got the below errors. ========= An error was encountered ========= File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 780, in __init__ recipe = BakingRecipe(object) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 1863, in __init__ self.billboardMode = BILLBOARDMODE_ALL if len(mesh.material_slots) == 1 and mesh.material_slots[0].material.game_settings.face_orientation == 'BILLBOARD' else BILLBOARDMODE_NONE ERROR: 'NoneType' object has no attribute 'game_settings' ========= end of processing ========= Thanks, Raghavender Mylagary Room.blend Room.log
  18. Theory I recently wanted to try and use/adapt the official Blender exporter addon for Babylon to allow for parsing a directory of source models (FBX) and have Blender batch export them to the Babylon Json format. I know that there is a C++ CLI tool to do exactly this but (correct me if I'm wrong) it seems like it will only run on Windows (no OSX or Linux). So I wanted to be add this functionality via Python scripting in Blender to be able to do this no matter the platform. Disclaimer, Python is not my native language. I taken some inspiration from a few existing scripts and adapted a simple one that : Looks for files ending with FBX in the input path. Imports them (one by one) via the Blender FBX operator : bpy.ops.import_scene.fbx(filepath=file) Exports them (one by one) via the BabylonJS operator : bpy.ops.bjs.main(filepath=file) Problem Sadly here I am getting an error. Perhaps I'm being naive here by thinking that I can access a non-standard issue addon via scripting ? That is what the error seems to indicate at least : Traceback (most recent call last): File "/", line 54, in <module> File "/", line 44, in convert_recursive File "/Users/ozeki/Library/Application Support/Steam/steamapps/common/Blender/", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) AttributeError: Calling operator "bpy.ops.bjs.main" error, could not be found location: <unknown location>:-1 Solution ? Is this doable with the way the Babylon Blender addon is setup and if so what am I doing wrong? I have attached my current code to this post. I've also added a list of references for the scripts that I have looked at or adapted from originally. References
  19. I have imported a Blender scene which has a mesh with an animation (consisting of just a few keyframes) and I am looking to control the animation, however I have been unsuccessful. The only resources I have been able to find relate to using skeletons imported from Blender, not basic keyframe animations (unless I am missing something?). Example playground: The animation data is located on line 20 of the playground. I have tried calling scene.beginAnimation('rotation animation', 0, 30, true); in the scene.executeWhenReady function to no avail. Hopefully somebody can help? Thanks!
  20. I want to add a new feature in the Blender Exporter but it seems like from this conversation that you guys do not want to have userData. I already made a pull request for tags, but I want to set more special variables specific to my project in Blender using Custom Properties. Tags is limited and I was wondering if I should try to make userData export from Blender, similar to what the Threejs exporter does. I already have part of this done here. I only implemented the export and not the import. I stopped when I saw the conversation about userData.
  21. I am seeking help to solve this issue that has been a real challenge to me. I have a scene with an interactive car. The model was updated in Blender 2.78 and Blender exporter 5.1.2. The body, doors, hood, and trunk are separate meshes that use the same material. Everything seem to be okay when I view the scene in the sandbox. (All the meshes, materials and textures seem to be just right.) When I view the scene locally, a couple of the meshes will have the correct material and textures applied to them while they would be missing from other meshes that use the same material. When I view the scene live online, all the the textures will be missing. I have attached a couple of screen captures to explain what I mean. Here is the link to the online scene. Here is a link to the Babylon Scene and Blend File download. Note: I applied new materials to the meshes via the html file. I am not sure if this is an issue. The scene does not load in Firefox 50.1.0 The scene works in Google Chrome, Microsoft Edge and Opera.
  22. Hey! I will just link the relevant code and then ask the question (ignore the material parameter, is from an older build still have to get rid of it): function GenerateRandomObject(scene, material){ var nekej = BABYLON.Mesh.CreateBox("box1", 1, scene); nekej.position = new BABYLON.Vector3(getRandom(8, 90, true), 0.5, 90); nekej.rotation.y = getRandom(0, 360, true); nekej.isVisible = false; BABYLON.SceneLoader.ImportMesh("", "_resources/", "Drevo2.babylon", scene, function (newMeshes, particleSystems) { newMeshes[0].parent = nekej; }); return nekej; } So this is the way I create every new instance of a background object. This happens about 0.5 - 2 times every second for this type of object. More with others that I create with similar functions just different imported meshes. So my question is if there is a better way to import/use an imported mesh so i would not need to import the same mesh over and over again every single time i create a new object with that mesh. Thank you very much for any answers you might provide, with best regards, Satiana
  23. On Christmas day I was chatting to a gaming friend and he reminded me that Quake, a game released by Id Software in 1996, was 20 years old in 2016. Like Babylon.JS, there was an active community around Quake that produced new game maps, better textures, weapons, monsters - and still does today. So on Boxing day, rather than fight the rampaging hordes in the shopping malls, I decided to spend a few hours seeing if I could bring the world of Quake to BJS I started here - Quaddicted - a site that features some downloadable game maps and reviews. As I was experimenting, I wanted a reasonably small file with a reasonable review, and came in a .bsp format (game maps also come in a .pak format but that involves a longer extraction process). So I chose a map named "REoL TOUGH: Demise!" by "George J. Fiffy II" . Ironically Mr Fiffy released the map on Boxing Day 1996 - another 20 year anniversary ! Extraction of the .bsp file For this I used this Blender add on - Blender Quake BSP Importer. It works in Blender 2.71 but not in Blender 2.76. The extraction went nicely and I saved the blend file and opened it in Blender2.76. Then I hit a snag. When I exported the scene to BJS there were no textures! . Looking at the list of textures used in the scene, I noticed none of them had a file type - just a name (eg: "sfloor1" instead of "sfloor1.png"). So I had to rename all the textures in my .blend file and then save them - not hard just a bit tedious. I can explain in another post if people want to know how. And here is the result: Quake1 The only things I have added are : CheckCollisions, on certain meshes (walls but not most doors). And of course there no monsters/weapons/traps/teleportation yet. Maybe when I feel like doing something different again - I can look at those features And just a couple of comments. In these days of MB textures, the largest texture file in this demo is 45 KB and there are only 3 textures over 10KB. It shows of course - but not nearly as badly as I thought it would. Looking at the file in Blender it has 32,915 verts but 23,000+ are duplicates but removing them all at once with Blender's "Remove Doubles" leads to some odd shading - so it looks like will have to be done with just specific parts (tedious again). If you want to see this Quake Map being played, here is a YouTube video : Demise!. Start at about 1 minute. Anyway Happy New Year to all cheers, gryff
  24. Hi, I'm very glad to greet all of you. I'm new. I'm not a programmer. I dedicate myself to the artistic part. I'm a 3d designer. But a few months ago, I'm in a project. In which we have a problem I hope you can give me some of your time and have answers that help to dispel my doubts. The direct question is possible to export an object either obj, threejs or some other format that is loaded in the code and to be able to apply the cloth function that is found in the physical motors either babylon.js cannon.js oimo.js etc I hope you can understand my question Thank you
  25. Hi, I want to know if its possible to create a mesh using Blender and then to define its properties in the BabylonJS code. For example i want to create a wall using the cube in the blender and name it as WALL1. Then after loading the .babylon file generated the blender i want to define the color, texture and materials of the wall using the name of the wall WALL1. Thanks, Raghavender Mylagary