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Found 60 results

  1. I've been googling around for a week trying to find the answer without much success. I basically have a blender file which I try to export with animation to Babylon.js. First I made the mesh animate in Blender which doesn't work since I use need skeletons to animate. Then I created an armature with a bone and redid all the animations. Now I binded the object/mesh to the bone and the animation looks well and all in Blender. Even when I export the .babylon file I see the `skeletons: []` being defined in the file. But upon importing there are no skeletons included. The connection between the mesh and skeleton is through "childOf: skeleton" which might not be ideal. However the only other solution I've found that might work is putting bones everywhere with automated weight and hope that all meshes gets moved in the animation; which they don't. I've also done Bake Action prior to exporting. I simply wish to get the animation from Blender into Babylon.js. There might be something obvious I'm missing so help is appreciated. controller.babylon controller.log
  2. Hi, Is it possible to control image format export for 3d max materials (force jpg, png for example) somehow? As for physics material (pbr) it produces png right now for me even without any transparency. Thank you in advance.
  3. 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 :
  4. It would be nice to have Panda 2 editor to be able to export to Cordova, Ejecta or similar frameworks.
  5. 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;
  6. Export as gltf

    Is there any way to export a babylonjs scene as a gltf rather than the ".babylon" format?
  7. 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).
  8. How to perfectly set up all possible PBR properties (channels and values supported by Babylon PBR material ) in 3D max such that it exports to Babylon perfectly in a manner that uses the full potential of Babylon PBR materials? (Without requiring to set any PBR properties by code or by using ) I am basically looking for best workflow method for producing realistic Babylon scenes (which have PBR materials for all meshes) using 3D Max. Any common pitfalls/suggestions/tips ?
  9. 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.
  10. Does anyone have experience using the Tower of Babel exporter with the Mac version of Blender? My test scenes fail with the following log error (in both Bforartists and the "mainline" Blender app). Is there perhaps a file-writing peculiarity under OS-X? I'm too weak at Python to dig any deeper before reaching out, I'm afraid... [snip] ========= Writing of files started ========= ========= An error was encountered ========= File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/", line 177, in execute self.to_script_file() File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/", line 217, in to_script_file, typescript_file_handler, self.needPhysics, self) File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/", line 84, in initScene_script file_handler.write(indent + 'scene.fogMode = ' + self.fogMode + ';\n') ERROR: Can't convert 'int' object to str implicitly ========= end of processing ========= elapsed time: 0 min, .0047 secs test_scene.blend
  11. Just something to consider... It could be helpful if custom properties could be attached to objects. Currently we're using an additional JSON file to add information on how the objects should behave/render. It does work, but ofc complicates the workflow.
  12. Blender export to .babylon

    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\", 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\", line 799, in __init__ material = StdMaterial(slot, exporter, object) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2069, in __init__ self.textures.append(Texture('bumpTexture', 1.0 / mtex.normal_factor, mtex, mesh, exporter)) ERROR: float division by zero
  13. 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 - And the html file itself - Thank you.
  14. 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 ?
  15. I have a Blender test scene with two objects. One is a complex "tube," and the other is a high-resolution test cube. Both have UVs. The test cube has 58,984 verts, and the tube has 62,808 verts. So both come in under the ~65,500 limit for exporting as a single mesh. When I export using the Babylon.js ver 5.2.1 exporter, the test cube is exported as a single mesh, but the tube is divided into multiple meshes. The log file suggests there are far more tube verts that Blender reports: Exporter version: 5.2.1, Blender version: 2.78 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false flat shading entire scene: false inline textures: false texture directory: /Users/jdurrant/Documents/Work/durrant_git/protein-vr/webapp/scenes/influenza/ Python World class constructor completed processing begun of mesh: Cube processing begun of Standard material: Material num positions : 63245 num normals : 63245 num uvs : 126490 num uvs2 : 0 num colors : 0 num indices : 353892 processing begun of mesh: NA_patch_single_tube processing begun of Standard material: Material.003 num positions : 65534 num normals : 65534 num uvs : 131068 num uvs2 : 0 num colors : 0 num indices : 107769 WARNING: The following mesh has exceeded the maximum # of vertex elements & will be broken into multiple Babylon meshes: NA_patch_single_tube processing begun of mesh: NA_patch_single_tube1 registered as also a user of material: Material.003 num positions : 65535 num normals : 65535 num uvs : 131070 num uvs2 : 0 num colors : 0 num indices : 107043 processing begun of mesh: NA_patch_single_tube2 registered as also a user of material: Material.003 num positions : 65533 num normals : 65533 num uvs : 131066 num uvs2 : 0 num colors : 0 num indices : 125214 processing begun of mesh: NA_patch_single_tube3 registered as also a user of material: Material.003 num positions : 21593 num normals : 21593 num uvs : 43186 num uvs2 : 0 num colors : 0 num indices : 29625 processing begun of camera (FreeCamera): cmra ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= elapsed time: 0 min, 16.3766 secs When I view the scene in the browser, it ends up looking checkered (perhaps related): Thanks so much for your help!
  16. EXPORT Phaser to a server or email..

    Hello all, I'm actually doing a service system to my company with Phaser. So then I want to export this, because the client will fill the truck with his stuff and I'll create a SAVE button to export this to my email or to a server so I can read what the client want to take in the change. Sorry for my english... Is there any way to do this with Phaser like i'm doing or you guys recommend me other framework?! Thanks in advance!
  17. Hi, Since the problem took me over a week to figure out, here is my solution to bundle your project using web-pack keeping Babylon as a dependency. NB: I am not certain what are the NECESSARY steps (ie what I could simplify) but those are SUFFICIENT steps. My constraints were : The final bundle can be imported both in the browser and in node using any kind of import method : require(), import/export, or <script src=...> tags It has to protect against errors in node due to access to window or document that will be undefined BABYLON has to load has a global in the browser using the script tag (window.BABYLON) BABYLON needs to include Canvas2D BABYLON needs to remain external of the bundle so the custom library is light and in theory could load any version of BABYLON Solution to protect loading in node.js: Build a custom bundle on Babylon website with Canvas2D ONLY, un-minified, and WITHOUT OIMO OR HANDJS. I did not test all possibilities but since the bundle is a concatenation suppose to be web compatible only, the exports will break in webpack or node in general. But using only this custom version will produce bugs in node due to access to undefined window. Then I had to bundle this custom build using webpack, you can see the configuration of webpack and the builder.js here : The important thing here is how the builder checks for window being defined and the webpack config exporting your named library with UMD. Publish this bundle to NPM (in the github look at the package.json it has three scripts to produce a unminified version, a minified version, and publish the repo on npm) Those two steps will allow to load Babylon using any kind of import method, and do not produce errors in node (but returns an empty object, of course any call to BABYLON function will fail) Solution to keep Babylon as a dependency in your custom library: In your library npm install the-custom-babylon-we-just-built Import BABYLON in your scripts any way you want using this custom repo ( es6 import syntax will work <3 ) i.e import BABYLON from 'the-custom-babylon-we-just-built' Then take a look at the webpack config and builder.js of this repo to understand how to manage EXTERNALS: The key element here is how you write your external array: externals: { ... lodash: { commonjs: 'lodash', commonjs2: 'lodash', amd: 'lodash', root: '_', }, ... 'experiment-babylon-js': { commonjs: 'experiment-babylon-js', commonjs2: 'experiment-babylon-js', amd: 'experiment-babylon-js', root: 'BABYLON', }, ... 'experiment-babylon-js/lib/babylon.custom.js': { commonjs: 'experiment-babylon-js/lib/babylon.custom.js', commonjs2: 'experiment-babylon-js/lib/babylon.custom.js', amd: 'experiment-babylon-js/lib/babylon.custom.js', root: 'BABYLON', }, }, All but the root (Global environment reference) must be the NAME OF OUR MODULE as you would import it using require('NAME OF YOUR MODULE') so usually the name of your npm folder like the first two exaple, OR the direct path to the file you want to load like the third example. It has to be the same as the import names you are using in your library. So if you import babylon like so : // in your library const BABYLON = require('./path/to/babylon.js') // in your webpack config externals: { ... './path/to/babylon.js': { commonjs: './path/to/babylon.js', commonjs2: './path/to/babylon.js', amd: './path/to/babylon.js', root: 'BABYLON' } ... } Hope it will help some of you ! @Nikos123
  18. 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
  19. How can i make a .Obj or .Babylon File (without material) from Mesh? any tools or Extension available for that in BABYLONJS?
  20. 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
  21. Hi everyone. I've been looking for ways to export a mesh that has two UV map channels and a material with a composite map attached (for decals). I'd prefer if the exporter did everything but it will only export the mesh with a default gray texture. Because it doesn't seem to work I'm looking for a workaround. I'd love some ideas, preferably for 3ds to properly export what i need but not only. Vlad.
  22. U3D - BabylonJS: A Proof Of Concept Not too long along I suggested on these forums to create a dedicated babylonjs game editor. It started out as some kool built in features and enhancements like I show in my first two videos to really take advantage of the Unity3D Game Editor. We used a bunch features without any code (the only global code was added at the end to to rotate the cube). But now I think i just finished my first version of the accompanying U3D - BabylonJS Scene Component API to really make a complete development IDE that is light weight for our BabylonJS Typescript WebGL based web applications, and provides us BabylonJS folks a whole lot of professional game editor features to make our game with. (basically whatever you can do programmatically in the Unity Editor at design time when the export runs... That means ANYTHING... It does not have to even come from unity... anything that is useful to you to serialize into metadata for your game.) Check out my latest session. We create our first playable BabylonJS Toolkit Made Game, Unity Style: U3D - BabylonJS: First Playable Game - Part 1 U3D - BabylonJS: First Playable Game - Part 2 U3D - BabylonJS: First Playable Game - Part 3 Play My First Ball Demo Game Made With BabylonJS Toolkit I think we got the making to ease our development process, especially for larger games. If I can do this (And I Am A Newbie, I just started with babylon a month or two ago. I just could not deal with NOT having a good game editor... So i made the toolkit FIRST... This is actually MY FIRST PLAYABLE BABYLON JS MINI-GAME... EVER ) .. But yeah, if i can do this, then you should be able to do ANYTHING babylon.js framework can do... Just with a light-weight babylon.js scene component api and professional grade game editor. Update: I found issue in last video with 'Next Level' button visibility. I forgot to "Re-Export" Level2 and Level3 (The html markup is embedded in the scene file and was still using the markup WITHOUT the hidden class)
  23. Hi everyone, I'm extremely excited to share my latest side project with you. I call it aape. It is my version of an Adobe Animate PixiJS exporter. Here are two demos of exported animations: How it works: The project is split into two parts. A JSFL script to export your current Animate timeline and a few JS classes to download and display the animation. Your animation is build as usual. The only difference being that you have to explicitly tell aape which part of the animation should be exported as Bitmap. This is done by selecting the MovieClip in your Animate library and changing it to a Graphics object. MovieClip labels and comments are also exported and can be used by executing the familiar gotoAndStop / gotoAndPlay methods. After building your scene you execute aape form the toolbar. The export starts with the currently open MovieClip as root element. A simple export generates three files. A PNG Atlas + JSON file containing image locations and a JSON object that describes the exported timeline (the library). The files can than be loaded and added to the aape.Timeline object. It's prototype is the PIXI.DisplayObject. So you can easily add it to your existing display list. The exporter currently doesn't parse vector graphics. The tool is not yet finished. I'm still working on the Animate user interface and export options as well as a proper documentation. I also haven't decided how I'm going to publish aape yet. What du you think? Is this workflow still relevant to you? I'd love to get your feedback. Cheers, David
  24. Hi there, I'm trying to get a simple animation exported into Babylon. However, I've run into a problem. Here is a link to how the animation looks in 3ds max. Looks correct. Here is a link to what the animation looks like in Babylon. Look to the right to see the rover. It's firing out its wheels!! The animation keys were added directly to the bones. (I'm not sure if that's relevant or not.) Also as a sidenote, I've tried the Unity 5 exporter. It also does not export animations correctly. Any clue as to what's happening?? What steps can I take to make sure my animations come out correctly? Thanks!
  25. [SOLVED] - Problem with Exported Shadow

    I think there may be a problem with the "lifecyle" of a exported shadow generator. If i create the shadow generator with the exporter (good bias and filter settings) the shadows show up IF the Y position is high enough off the ground. But if close to ground ... no shadows. If i create the shadows in the client scene.executeWhenReady the shadows are perfect... If i Console.log both shadows generators (the one created from unity exporter and the one manually created) they are the same. Its weird... Maybe something to do with "Where In The Scene Lifecycle" the shadow generator is being created of exported and the shadow generator info is in the .babyone scene file. I am attaching a test .babylon file exported from unity... The shadow generator part of the .babylon looks fine. but even in sandbox. With none of my babylon enhancements, the .babylon on load... Show the sphere above the ground... Shadows enabled and physics enabled... The balls starts to drop but when it gets close to ground, the shadow disappears. Its gotta be something in the way way is reading the shadow generator information and instantiates the BABYLON.ShadowGenerator... or maybe WHEN is instantiates the BABYLON.ShadowGenerator. Anyways take a look a the MiniGame.babylon file in SANDBOX MiniGame.babylon