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Found 68 results

  1. Hello Babylon community, When using the BABYLON.GLTF2Export feature, I noticed that textures I mirror horizontally (via diffuseTexture.vScale = -1) do not change the glTF export as desired. Is this a known / accepted limitation or is there a misunderstanding from my side? Also any workaround is appreciated (so far I mirror the texture again manually after exporting them). Here a playground example to illustrate the problem: http://www.babylonjs-playground.com/#1GXSPK#17 Uncomment line #11 ( = // oStandardMaterialHightlighter.diffuseTexture.vScale = -1;) and compare the export results. Any help is appreciated (pinning @kcoley as you helped me so greatly last time)
  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. notMe

    mesh problem

    Hello all, I am trying to learn Babylon.js by making a simple game. But I have a problem. Some of the tiles I drew in Max2017 export wrong to babylon.js. Export to Substance Painter using a .FBX works and gives no problems. They are simple models and I don't see any faults, I have attached an image how it looks in Max and made a playground how it looks in Babylon.js, at some angles you can see through the faces to see the parts behind it. http://www.babylonjs-playground.com/#1UQADD#6 Can anybody see what I am doing wrong?
  4. Hello Babylon community, I have been working with the BABYLON.GLTF2Export feature (which is by the way great to have!!!), and noticed an odd behavior of which I am not sure if it is intended. Check out this playground: http://www.babylonjs-playground.com/#1GXSPK#16 It will create a simple scene with a texture and download the following 3 files to your computer: MyFile.gltf MyFile.bin _textures_BJS-logo_v3.png.png So texture image files are renamed during export by their folder path and file extension (in our example from "./textures/BJS-logo_v3.png" to _textures_BJS-logo_v3.png.png ") If I then try to open / drag and drop these in the sandbox https://sandbox.babylonjs.com, I get the following error message: #/images/0/uri: Failed to load './textures/BJS-logo_v3.png.png': 0 Changing line 169 in the file "MyFile.gltf" From: "uri": "./textures/BJS-logo_v3.png.png" To: "uri": "_textures_BJS-logo_v3.png.png" makes it work again in the sandbox and other software. Maybe the intention here is to indicate with "_textures_" that the image texture was originally in the sub-folder texture, but you cannot open the gltf-file any more like that. In my opinion the BABYLON.GLTF2Export should either Leave the texture file names as is (e.g. "./textures/BJS-logo_v3.png") so that as a user I have to save the gltf in the correct folder (typically relative to the Babylon HTML-app) and NOT include them in the export (i.e. only two files are downloaded), or Include the textures in the export but fix the uri to the correct relative value. Just a proposal to save others the time I spent figuring this out.
  5. My scene meshes partially created uses ribbons. Orange meshes on picture. All meshes displayed good on screen , but when i try to export scene meshes to OBJ file, then ribbons created meshes not export to result file, without errors. Just nothing, except usual created meshes(black/gray on picture) in result OBJ file , after importing uses freecad/meshlab. And file size is tiny (looks like ribbons just not added to export flow). while i try export only ribbons , in import time i see error "no vertex field found" and file include only elements heading exported_wheel(4).obj
  6. for example i have: html button <button id="objButton" onclick="fileExport()"></button> result of var objtext = BABYLON.OBJExport.OBJ(OBJexport); // this is *.obj file syntax with meshes from scene what syntax should i use inside fileExport function, that popup window savefile in browser? I have syntax with link a href which work , but i need use button, because the program gui with buttons usually, but not with text links. this is a href syntax: function download(text, name, type) { var a = document.getElementById("a"); var file = new Blob([text], {type: type}); a.href = URL.createObjectURL(file); a.download = name; } after this, click link and can save file. I need button way. If possible not way where button press call a.click()
  7. 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
  8. 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
  9. FreakTheMighty

    Export as gltf

    Is there any way to export a babylonjs scene as a gltf rather than the ".babylon" format?
  10. 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 : https://github.com/BabylonJS/Exporters/issues/50
  11. 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
  12. 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.
  13. It would be nice to have Panda 2 editor to be able to export to Cordova, Ejecta or similar frameworks.
  14. 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; camera.target = 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: https://cbml.ddns.net/index.php/s/gaRUgfazEjad4b7 Any suggestion;
  15. 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).
  16. 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 editor.babylonjs.com ) 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 ?
  17. 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.
  18. 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/js_exporter.py", line 177, in execute self.to_script_file() File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/js_exporter.py", line 217, in to_script_file self.world.initScene_script(file_handler, typescript_file_handler, self.needPhysics, self) File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/world.py", 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
  19. 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.
  20. CarlBateman

    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\io_export_babylon.py", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 799, in __init__ material = StdMaterial(slot, exporter, object) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 2069, in __init__ self.textures.append(Texture('bumpTexture', 1.0 / mtex.normal_factor, mtex, mesh, exporter)) ERROR: float division by zero
  21. Hello. I don't understand the following thing. I created a Cube in Blender without any material or texture, just the Cube itself, no light, no camera. Then I exported the Cube. The Cube's name is "car" or "Blender car". Then I loaded it into Babylon. Then I applied babylon's StandartMaterial and diffuseColor to the Cube. But, before that, I created a Box mesh in Babylon itself and applied StandartMaterial and diffuseColor to the Box. The DiffuseColor is exactly the same in both the Blender Cube ("Blender car") and the Babylon Box. BUT, they look DIFFERENT !!! WHY ??? Could anybody make the Blender Cube ("Blender car") look exactly the same as the Babylon Box. Because, I applied the Babylon's StandartMaterial and DiffuseColor. to the blender's Cube. Here is the link to the html file with babylon - http://webnurlan3d.uphero.com/rotationradians.html And the html file itself - https://cloud.mail.ru/public/M2H3/TtvbFWRqx Thank you.
  22. 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 ?
  23. 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!
  24. 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 : https://github.com/albertbuchard/experiment-babylon-js.git 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: https://github.com/albertbuchard/Experiment.js 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
  25. 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!