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Found 49 results

  1. Hi, I've experienced weird problem when I try to rotate an imported gltf mesh. It turns super fast and seems not logic at all. Someone has any idea why? Or is it a bug? Here is the playground example to show this problem. Thank you.
  2. My gltf model looks transparent, the material is fine..what could have been wrong?
  3. Hey Guys, I tried all things with glTF model, I can't texture it in live programmatically, I don't see examples or documentation anywhere. The issue is that when I try to re-texture (for example change albedo) with new BABYLON.DynamicTexture I have black texture. When I try to recreate a PBR Material, the texture doesn't stick on the UVs model. Its crazy ! The only way I see is to change the JSON glTF and reload the whole glTF with the mesh model ! If anyone can show me the syntax to do texturing on a mesh with glTF PBR syntax, it's welcome. thanks
  4. Hello community We have an object ( 2 meshes ) with multi material exported with 3dsmax to GLTF format. In inspector, we saw that the exporter splitted our object to 13 meshes. One mesh for each material. Is it possible to keep the same object but with a multi material option instead ? Thanks in advance. Have a nice day .
  5. [solved] 3DsMax to GLTF : inversed normals

    Hello community We catch a bug with the last exporter version of 3dsMax ( 0.36.0 ) In fact, the normals are inversed with the stable version of babylon.js and not with alpha 3.2.0-alpha7. You can see here the result of a mesh we export today : It working on Sandbox because it run with alpha version of Babylon. @Deltakosh, about that, is it possible to add to the Sandbox an option like playground to choose the stable or latest version ? Can you fixe the exporter for the stable version ? Thanks in advance, Have a nice day
  6. Hy there!! i tried exporting my model with different animation clips seperately to gltf, it exports only the current animation. Just curious does the new gltf exporter support animation export from other clips too?
  7. i tried loading gltf models from threejs and it seems the animation is broken
  8. Hello everyone! I'm trying to learn how emissive textures work in BJS, and through this tutorial ( managed to get a Blender model with an emissive texture (basically itself) loaded in BJS as a .gltf model. However, even though in Blender's Cycles Render I can see some illumination from the light on the wall, I don't get any lighting in BJS. Why is that? Also, is there a setting, in Blender and in BJS, that controls the range/brightness of the light? I'd light it bright enough to light the floor Here's the bare-bones playground:
  9. I see that the babylonjs loader does not convert the glb or gltf meshes from right-handed system (their native format) to left handed system. Instead it seems it parents them with "__root__" nodes to handle them in a left handed system. Is it not possible to convert them entirely to left handed-system?
  10. GLTF loader error

    Hello everyone I have a bug when I try load a GLTF with Babylon 3.1.1 : The gltf file is working on sandbox and there is no error in network. I can't create a PG for this ... ( it's working here : ) Can you help me please ? Thanks ps : I download the loader today ... Perhaps the last ts compilation created an error ...
  11. I am using Blender exporter to `.babylon` file format but lately am noticing more mentions of `.gltf` (and `.glb`) besides your support for others. What is your recommendation for my use case explained below or more generic rule of thumb on when to to use which format? My context: We make scenes in Blender with more than 100 smaller pieces with textures and expose those with BJS. We allow users to change textures and materials. We allow users to move objects. We do do not have any animations.
  12. gltf vs babylon file

    Hello everyone, First congrats for this new v1.3 babylon version. Seems there is a lot of nice improvements and new tools! I look at the gltf file format and I was wondering what was the differences with the babylon file format? For instance I have look at some gltf files and I think they are way more light from what I saw with the babylon files. So does this this mean they would be faster to load ? I guess that once the gltf model is loaded, you will have the exact same properties as in any mesh ( materials, clone, position, etc ) ? Cheers, Pichou
  13. I tried to display the glTF model with the latest version of Babylon.js (v3.1 rc-1). However, it seems that some models do not display properly. BoxTextured ... Texture is not displayed BoxAnimated ... Animation only works partially RiggedSimple, RiggedFigure, CesiumMan, Monster, BrainStem, VirtualCity ... Animation does not work
  14. location and rotation is already applied i tried playing my gltf model in the sandbox, this is the model i used = here's the result
  15. I tried to display the following model. However, it seems that an error is output to the console. babylon.max.js:sourcemap:6692 BJS - [02:09:32]: glTF Loader: #/animations/0/channels/0: Failed to find target node undefined Tools._ErrorEnabled @ babylon.max.js:sourcemap:6692 babylon.max.js:sourcemap:6692 BJS - [02:09:32]: Unable to load from ../../tutorialModels/AnimatedTriangle/glTF/AnimatedTriangle.gltf: #/animations/0/channels/0: Failed to find target node undefined Tools._ErrorEnabled @ babylon.max.js:sourcemap:6692 Previously it was correctly displayed. It is unknown when it became impossible to display in which version.
  16. Export as gltf

    Is there any way to export a babylonjs scene as a gltf rather than the ".babylon" format?
  17. I tried to display the following model in Sketchfab with Babylon.js. bear_on_balloons\scene.gltf However, when trying to display with Babylon.js sandbox, an error was output to the console and it was not possible to display the glTF model. It seems there is a problem with animation processing. BJS - [00:09:49]: Babylon.js engine (v3.1-beta-6) launched Babylon.js:formatted:28342 Uncaught TypeError: Cannot read property 'frame' of undefined at t._interpolate (babylon.js:formatted:28342) at t.animate (babylon.js:formatted:28528) at t._animate (babylon.js:formatted:28682) at i._animate (babylon.js:formatted:14035) at i.render (babylon.js:formatted:14758) at t.renderFunction (babylon.js:formatted:37709) at babylon.js:formatted:37796 at n._renderLoop (babylon.js:formatted:6672)
  18. 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!
  19. 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.
  20. gltf/glb issue

    can somebody check why we cannot load the attach glb file. If I drag and drop this into our sandbox at I get "Cannot set property '0' of undefined" error I am able to load this in other gltf viewers or vincent2.glb
  21. Hello. I have this Seat.gltf model in my scene that I exported it from 3ds Max. Anyways, how do I change the diffuse texture on it? The seat imports with a black texture (SeatBlack_baseColorTexture.png). I'd like to change it to this (SeatLime_baseColorTexture.png). My goal eventually is to let the user pick from a variety of seat colors. Any pointers in the right direction would be appreciated. Thanks. var mySeat = BABYLON.SceneLoader.Append("./models/", "Seat.gltf", scene, function (scene) { }, null, function (scene) { var LimeTexture = new BABYLON.PBRMaterial("", scene); LimeTexture.baseColorTexture = new BABYLON.Texture("models/SeatLime_baseColorTexture.png", scene); mySeat.material = LimeTexture; });
  22. I'm trying to create a simple (at least in my mind) scene where I have a ball rolling within the confines of a single mesh "room" I built in blender and exported as .gltf. However, no matter what I do, the ball seems to always go through the imported mesh and hit the ground below (which I kept to make sure the ball doesn't fall forever). Am I doing something wrong? In the playground there isn't a physics engine but locally I've tried cannon.js after reading that it supports MeshImpostors but I get the same result with or without a physics engine.
  23. The project "Polly" seems to have been created to introduce all new features of glTF 2.0. However, I tried project_polly.gltf displayed in Babylon.js + glTF Loader, skinning animation seems not to be displayed correctly. Babylon.js + glTF Loader + project_polly.gltf result:
  24. Shadeless Image Display

    What is the proper method for displaying images as textures without regard for lighting? I am using a picture as the texture for a mesh and I want it to display at its full brightness. I have seen the Playground examples for setting skybox cube textures to have this effect but that seems overly complex if all I want to do is disable lighting/shadow effects. I am using the glTF exporter from Blender and importing the glTF into my Babylon scene so some data is encoded into the glTF file already (it is basically a JSON file). It would be nice to be able to set the parameter in the glTF file. Or if it would make more sense to switch over to the Babylon exporter, I could do that. I am just trying to learn glTF.
  25. I tried displaying interleaved model BoxInterleaved.gltf. However, this format does not seem to be supported yet. Babylong.js 3.1 + glTF Loader BoxInterleaved.gltf result: