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Found 187 results

  1. Hi guys , I'm fairly new to babylon and this forum. But I already like it a lot. Thanks for the knowledge that is shared over here! I'm trying to build my first little babylon experiment with a friend and we ran into a problem which we don't know how to solve. It's a small scene with a couple of skeletal animations. You can find over here: When its done it should be looking like this, ...Reference Frame The meshes getting rendered in a funky manner/order We think it has something to do with the alphaIndexes and all our non-opaque meshes. We already searched for it an read this article: about how things are rendered, but we still don't know the best way to fix this: Some advice, best practices would be very welcome. THANKS IN ADVANCE flo PS.: Had some trouble with building a working playground. (It always said that I need to have a camera.) -- A LOT OF CODE WAS POSTED HERE --
  2. I am importing a generated foot mesh. After importing it I strip the jpg that's overlaid. Is it possible to modify color in parts of the foot. Let's say I'd want to make toes red, or half of the foot blue, can i do it after model is imported? Or do I have to overlay another mesh on top and color it ?
  3. Hi, I have an issue with scene that is loaded incrementaly. After meshes are loaded I apply freezeWorldMatrix to some of them (checked isReady and it is is true). As soon as camera is near to meshes and beta angle of camera is near 90 meshes start to disappear and appear during camera movement. Doesn't happen if incremental loading is not used. Found similar issue here, but it was solved.
  4. I'm having trouble creating a custom mesh. The documentation doesn't help much to be honest and I've looked at the source code of Plain and Rope but after that I'm still unable to get it working. The way we did it for the past months was to extend the Rope and override the way rope works. With this solution we're having a lot of UV issues and we have too little control so we wanna make a custom mesh. Basically all we have to do is make a dynamic line so in the tick loop we add/remove points from the line. This is pretty much what I made now and I've tried different draw modes and different triangulation. So a couple questions, Does the mesh update when I set the vertices, uvs and indices or is there something else that needs to be done? Is there some documentation on how to do triangulation for the different draw modes? Any other idea why my mesh doesn't render anything?
  5. Hi, I'm new to Babylon and try to load my mesh from a remote address. I put it in my aws s3 bucket and public it on aws cloudfront. So it is accessible via http request. Can I stringify .babylon file as json file and feed it to SceneLoader? And load it to my scene via ImportMesh("","", "data:mydatahere", scene, onsuccess, progressCallBack, onerror)? or is there a better way? Thanks, Derek
  6. This may be a very noob-ish questions, but how do I enable 32 bit indices in BabylonJS? I've done a bit of searching and can't find any documentation.
  7. Hi, Got strange situation, one mesh, that was exported from 3d max , is not appearing in `scene.mesh` list, but it works with `scene.getMeshByName("meshName");` var mesh; mesh = scene.getMeshByName("meshName"); // Works scene.meshes.forEach((m) => { console.log(; // Doesn't appear here if( === "meshName") { mesh = m; // Never happens } }
  8. Hi all, I found something weird while optimizing my code: I was using InstancedMesh as much as possible, and switched all my materials to ShaderMaterial. And then boom, everything disappeared. After a bit of research, it seems instanced meshes will simply not be drawn when their source has a ShaderMaterial assigned. Playground repro: Uncomment lines 40 to 44 to see for yourself. It's actually a bit more complex than that: when you assign a shader material to it, even the source mesh disappears if it has been instantiated (?), but only if its instances are in the field of view. I'm currently looking at BJS code and ANGLE_instanced_arrays doc (the extension used for drawing instanced meshes), but I thought I'd come here to fish for ideas... FYI these are two errors I noticed in the log when this problem showed (errors not always there): drawElementsInstancedANGLE: at least one enabled attribute must have a divisor of 0glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisorsThanks
  9. Hi All, It's been a while... I've got a question re models/meshes imported from Blender unit size. What would be the optimal unit of, say, 1 meter? As far as I understand, if a chosen unit is too small, it will affect reflections/shadows etc?
  10. Hello everyone. I have a question. How can I add just one mesh from Blender into an existing babylon scene? I created a babylon scene with several meshes. Now, I want to add a model of a car from Blender into existing scene. Thank you.
  11. 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.
  12. I have two .babylon files. One with meshes and skeletons, but no animation. The other one has skeletons and animation, but no meshes. Turns out BABYLON.SceneLoader.ImportMesh doesn't load the skeletons at all, because there's no mesh in the file. Is there any way to import .babylon file with just skeletons and animation?
  13. If I merge meshes using the Mesh.MergeMeshes() function I get a merged mesh whose "center" / "origin" is located at world location (0,0,0). I would like to change this "center" to the center of its bounding box. How do I do this?
  14. Hi, I am trying to move mesh relative to ArcRotateCamera alpha value. Basically it should move the same direction as mouse is moving (up, down, left, right) , works fine with 0 angle but different angles need to flip x/z and change their directions. What the best way to calculate direction vector from angle and 0 angle direction? Working example: (angle 0) Not working: (angle 55) I tried to rotate vector using: const matrix = BABYLON.Matrix.RotationAxis(BABYLON.Axis.Y, camera.alpha); const movement = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(x, 0, z), matrix);
  15. Hello everyone, I am trying to export a scene as a babylonjs file; and I keep getting this error: ERROR: self.backFaceCulling &= material.game_settings.use_backface_culling ERROR: 'NoneType' object has no attribute 'game_settings'. I have unchecked culling for the mesh but it still shows the error. How would you go about this? Thank you for your time.
  16. Background: I am a newbie in game development I'm creating motion sensor game Air Table Tennis on Babylon.JS in which user can control the paddle of table tennis with his/her smartphone. I am using gyroscope/rotational data of mobile in the form of Quaternion to avoid Gimble Lock and sending the data to server(nodeJS). So Gyro data is coming from mobile through node JS. Problem: So, I am using Quaternion, But I am unable to map my paddle as my device. (paddle is not exactly in the position where my mobile is currently now, although moving on x,y,z axix give me correct result). So my question is how to calibrate/Map 3D object same as my mobile device? @[email protected]@Deltakosh Sir kindly help me, I'll be very thank ful. Thanks in Advance
  17. Hi everyone! I'm building an infinite runner and exporting predefined blocks from Blender. In BJS I create instances of those block meshes exported from Blender and place them dynamically to create pathway for a character. So my aim is to use exported meshes as `blueprint` for instances creation. What's the best way to hide a mesh exported from Blender and use it only as a reference to create instances of the mesh to place them dynamically? Currently I'm just placing base meshes outside the skybox mesh to hide them and then create instances of those base meshes and place the instances inside skybox mesh where I need them to be. Although that works I'm just wondering is there any better/proper way to hide base meshes?
  18. Hi , I am trying to solve small geometry problem but somehow cant solve it in 3d I generated boxes in circle, but cant rotate them so that they look forward centre along circle line
  19. Hello everyone, I'm trying to get a label system which could work like I'm using the 3ds max exporter to export the meshes and I wanted to use the pivot point as a base to place the label. Maybe there is a better way to do it. When I create my Group2D (containing a line, rectangle and text) and set the trackNode property to use the mesh, I can see that the pivot point is not used. It looks like it might not event been exported (I attached the file) since the pivotMatrix is null. Maybe I'm missing something ? Infos.babylon
  20. Hi, I wonder what is the best way to get only these meshes which are visible by camera at the moment. I know there is octree implementation in babylon, but Im not sure how to use it. I've seen this but still have problems to make it work. If someone could explain (write a piece of code or pseudo code) how to make it. Lets say I have 5 cubes on my scene and a free camera. I would like to have a function that would return meshes which are visible in a viewport of my camera. Thank you, Regards V.
  21. Hello! I have been trying to load some OBJ files with Babylon. After a few attempts, I managed to get it up and running: BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; let loader = new BABYLON.AssetsManager(this.scene); loader.useDefaultLoadingScreen = false; let player_task = loader.addMeshTask('player_mesh', '', MESH_PATH, 'player.obj'); player_task.onSuccess = function (task) { // Meshes task.loadedMeshes.forEach(function(m) { m.position = BABYLON.Vector3.Zero(); m.scaling.x = 0.13; m.scaling.y = 0.13; m.scaling.z = 0.13; this.set_player_mesh(m); }.bind(this)); }.bind(this); } loader.onFinish = function() { this.babylon_engine.runRenderLoop(function () { this.scene.render(); }.bind(this)); }.bind(this); loader.load(); I had to create an empty 'player.obj.manifest', otherwise it would complain, and everything worked. All good here but when I try to load the same exact OBJ but converted into a .babylon file (I am doing this just because I need to import some animations), the mesh seems to be loaded but nothing gets displayed. I removed the 'BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true;' as it would not be needed and changed the filename to 'player.babylon. I tried testing it out on some playgrounds but still nothing. Are there other changes needed? Also, is there a way to just simply load an OBJ with animations without having to convert it to a babylon file? That would definitely save me tons of time... I have attached here the mesh I am using. Goku.babylon
  22. When i have a scene with a bunch of static scenery props like : I have a bunch of separate LOW POLY INVISIBLE collision meshes, some grouped and some for each piece ... These low poly invisible meshes are use for Camera Collision (mesh.checkCollision = true) and used as the 'Collision Mesh' in my BJS Toolkit for things like Physics Collision and Mesh Intertection... Is Working Great. Now when it comes to optimizing the scene .... i have a 'Static Batching' feature that will combine all the meshes on the 'Babyon Static' batching layer by material. Now at right before i cache each mesh for static combining i generate is collision mesh based of the 'Collider Component'... Ok... Say i end up with 250 separate low poly INVISIBLE pieces (so draw calls should not be AS MUCH of an issue) but the 'CHECK COLLISION' computation that has to go on for each mesh ... m.checkCollision = true. Would it be BETTER for the 'Check Collision Computation Performance" to keep EACH mesh collider separate OR combine all LOW - POLY mesh colliders into one big mesh... I don't know if the invisible collision mesh implementation would be the only case where it is better to have separate meshes (even though on same default material and even though they are actually invisible) than combine meshes... Purely based on if the the mesh.checkCollision would perform BETTER checking things on 250 separate low poly pieces OR using the same vertex count of all those 250 pieces combined into a single mesh... set with checkCollision = true; WHAT SHOULD I DO
  23. Hi all, BabylonJS is great. I have a question, maybe someone here can help : Is it possible with the current API (BJ2.5 ou 3) to write directly to the ArrayBuffer used to upload data to the video card? In my program, I would like to generate and update a dynamic mesh and I need it to happen as fast as possible (no freezing, eventually might have to be done in a web worker). In fact, quite often actually, I need to update muliple meshes at once within a frame. I'm worried about the overhead of updating a JS array that, I'm guessing, is copied into an ArrayBuffer to feed to webgl. Can I bypass the JS data format? I would like to "lock" the buffer and write to it. Am I overworrying? I think not.
  24. Hi all, I've implemented a basic-functionality of a cloner system and I'd like to hear your opinions and design/concept-suggestions for further develepment and finishing my work (if you're interested at all). I decided to use a working title "SCS" for "Simple Cloning System" and here are the core features and concepts : Cloners: given one or several meshes, either clones or instances will distributed in a specific manner. If more than one mesh is provided, the meshes are distributed alternatively. Additionally, cloners can be nested, so it is possible to clone cloners. Each cloner can have several Effectors (in particular order) to influence the Scale/Position/Rotation parameter of a clone (or cloner). A sensitivity parameter controls this influence for a cloner. Following Objects are designated: RadialCloner: radial distribution where following parameters are recognized: count, radius, offset, startangle, endangle, Effector-sensitivity for Position, Scale and Rotation, alignment-flag, orientation. LinearCloner: linear distribution where following parameters are recognized:count, offset, growth, Effector-sensitivity for Position, Scale and Rotation. An interpolation-mode-flag determines, if the clone -parameters (Scale/Position/Rotation) are interpreted as "step" or "end"-values. MatrixCloner: coming soon (clones will be distributed in 3D space) PlanarCloner: coming soon (clones will be distributed in 2D space) ObjectCloner: coming soon (clones will be distributed in relation to the internals of a given mesh (vertices, edges, triangles ...) RandomEffector: influences Scale/Position/Rotation of a clone with repeatable random values, controlled with an overall "strength" parameter. Not quite finished, but basically working. FormulaEffector: coming soon, influences Scale/Position/Rotation via text thought to control from outside (html-page). StepEffector, TimeEcffector, DelayEffector and much more ??? So, enough for the moment, you can see and play with some scenes: LinearCloner,RadialCloner,RandomEffector radial-linear-radial-cloner linear-radial-linear-cloner PS: I need some advise if I should upload the sources to github if you're interested. Should I upload it to my own github space or to BABYLONX ? If the latter, do I have to send a pull request? Sources are written in typescript
  25. I've exported my scene from 3Dsmax. Now I want to get individual meshes and want to do something with them. How can I select a mesh in the scene? with its name or ID... ?