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Found 284 results

  1. Hi, I would like to create an environment with several objects (in the playground, 2 objects) that cannot be at the same position at the same time (cannot be superimposed). I used the moveWithCollisions method for the Mesh objects, and while it works as expected, when two objects collide and the ellipsoids around them are not identical in size, one of the objects goes to the top or to the bottom of the other. I would like for them to just stay in the same vertical position, and if they collide, simply prevent them from moving, not moving to the top or to the bottom of the other object. Is there any thing you recommend? Playground: If you move the red object towards the purple one, when they contact, the red object moves to the top of the purple one, and I would like them to stay one next to the other. Thanks!
  2. Refer to the playground url below, if we press Up arrow to move the camera ahead and we'll see that the GUI.Multiline is still visible. Is there any way to hide the GUI.Multiline when all the connected meshes are behind the camera?
  3. Refer to the demo below, a GUI line can connect a mesh & a control at the same time by using: line.linkWithMesh(sphere); line.connectedControl = rect1; However, what I want to achieve is that let GUI line link with 2 meshes, each at the end of the line. (eg. line.linkWithMesh(sphere1, sphere2); Is there any way to achieve this?
  4. I am getting the error: "Cannot merge vertex data that do not have the same set of attributes." when I try to merge a BABYLON.Mesh created using Vertex data with ones created with MeshBuilder. What attributes are different/am I missing? (Line 26) Thanks
  5. I want to stop the animation but this code doesn't work please help my. var createScene = function () { var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", 3 * Math.PI / 2, Math.PI / 8, 50, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, false); var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); BABYLON.SceneLoader.ImportMesh("a", "scenes/", "ww.babylon", scene, function (newMeshes) { newMeshes[0].position = BABYLON.Vector3.Zero(); newMeshes[0].autoAnimate = false; newMeshes[0].autoAnimateLoop = false; }); return scene;}
  6. Hi, I want to create city map with 3D buildings. I have GeoJSON with building data. I'm using this data to make 2D polygonal mesh (building shape). (I've used example values) Is there way to add 3'rd dimension to it? I want to use my 2D mesh as base for 3D Object. Is it possible to store this 3D object as Vector3? I want to map all verticles and keep them around for future use. (I'm starting with babylon.js, i don't know is this proper way to do it.) { "type":"FeatureCollection", "features":[ { "id":"w26358613", "properties":{ "levels":8 }, "geometry":{ "type":"Polygon", "coordinates":[ [ [ 13.426143, 52.51832 ], [ 13.426195, 52.518392 ], [ 13.426155, 52.518423 ], [ 13.426192, 52.518479 ], [ 13.426252, 52.518476 ], [ 13.426296, 52.51854 ], [ 13.426473, 52.518496 ], [ 13.426319, 52.518275 ], [ 13.426143, 52.51832 ] ] ] }, "type":"Feature" } ] }
  7. Hello, I have a use case where I would want to - create a mesh (for example- Cube) remove a vertex on some event (say mouse click) reconstruct the mesh I am able to remove the vertex from the mesh's verdata but when I use Delaunay triangulation to find the new Indices, the mesh geometry gets distorted. Not sure what to do here? Any help is much appreciated.
  8. I'm trying to add shadows and its not coming out too well. I think the high-poly count (100k) and lack of soft shadowing is producing some weird affects. This is the result from Babylon.js What I'm trying to do is find out if Babylon.js is suitable for animated photogrammetry-made humans. The only framework that I've gotten this working with so far is Unity 5, which you can see here My shadows are set up like this var shadowGenerator = new BABYLON.ShadowGenerator(4096, light); var mesh = newScene.meshes[0]; shadowGenerator.getShadowMap().renderList.push(mesh); shadowGenerator.useVarianceShadowMap = true; shadowGenerator.usePoissonSampling = true; mesh.receiveShadows = true; ground.receiveShadows = true; (using directional light as light source) Is there any way to make the Babylon.js shadow look like the Unity 5 one?
  9. Hello community, I'm new to babylonjs and I have a question concerning to the collision detection of holes in meshes. I want to recognize that a sphere flies through a hole (any kind of shape possible). I prepared a example with an cylinder which contains some holes (different shapes) at a random position. A sphere is moving up and down to collide with the cylinder and I want to know, if that sphere collides with a hole or with the surface of the mesh object. At the moment, the collision with the mesh object changes the color of the sphere on any 'collision'. My goal is, that the sphere changes the color only passing/flying through a hole, but the holes can be random positioned and could also have a random shape. It would be great if you guys can help/teach me how to achieves this.
  10. 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. Can anybody see what I am doing wrong?
  11. devAxeon

    VR + Mesh.clone()

    Hi, Just found this bug: an error broke the scene if we try to clone a mesh when we are in VR mode. Here's a PG: Thanks !!
  12. Hello, I am new to babylonjs and am trying to extrude a non regular polygon towards the positive y direction. Going through the doc I couldn't find a way, it always extrudes it in the negative y direction. I found a hack using mesh.position.y += depth; but is there any other way of doing this ? Playground link : Thanks.
  13. When creating a Box using BABYLON.MeshBuilder.CreateBox() I can pass it parameters like width, height and depth, but I don't see widthSegments, or heightSegments for example. Is there a way to do that?
  14. I've created a BoxGeometry and assigned it to a Mesh, then when I click on the Mesh I would like to trigger an update of the geometry, for example change its "size" parameter. Is there a method I need to call on the Mesh to update it? I can see that the size property of the geometry gets updated, but the Mesh is still using the cached version. This is probably an easy thing to do, but I'm struggling a bit as I'm very new to Babylon. I've created a PG here: Any help would be much appreciated
  15. Hi there, learning Babylon.js since 2 days I've created a "container" mesh (with no geometry), and then added to it 2 children meshes, a box and a sphere. I would like to pick the container mesh on mouseClick event, but actually either box or sphere get selected. Is there a way to ignore submeshes? I know there would be many workarounds, like for example creating the container as a box with a transparent material, but I was just wondering if there was a flag/parameter a can set when doing raycasting. Here you can find the PG:
  16. 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
  17. 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); = name; } after this, click link and can save file. I need button way. If possible not way where button press call
  18. Strange flickering on a glTF mesh with DefaultEnvironment
  19. Hello, I noticed that when I am working with a pre-existing model in some 3D creating environment, like 3DS Max, there are a lot of objects have what appear to be layers or children (not sure what the terminology is here). In the environment you're able to turn on and off the visibility of these layers. Like in the picture attached. I want to emulate what is in the picture but using Babylon Js. So that a user can load up a model and decide which layers are visible. Is there an example that already exists that does this? Appreciate the help.
  20. Good day folks! Im completely brand new to Babylon (3D site building in general) and have become an instant fan! Im having a few issues and would like to see if folks can help: 1. I want to have 4 boxes on my site and align 2 on the right and 2 on the left (Such as the "Fashion Show" demo on the main page), how to go about doing this? 2. I want to make my logo and place it between the boxes, any recommendations on how to make this happen? 3. Also I want to place images on the boxes and link them to another site when a person clicks them, how do an ahref in this type enviorment? 4. I would like to change the canvas to black, how to do this? Thank you for all your helpšŸ’‹ Meka
  21. Hi everybody ! I'm importing .obj files in my application, and I want to change their color. However, the color seems to be changed when the page is loading, but when it's finally loaded the mesh still has its basic grey material (so while the whole scene is loading we can see the mesh being pink for half a second and then takes back its basic color/texture/material). I've seen something about UV maps etc.. but I checked it in Blender and it is activated when I import into obj. Here's a pg trying to reproduce my problem ( first you will need to help me importing my object into the pg because it doesn't seem to be working, I can't see it on scene); I added a skull.babylon to show that the code I provide is supposed to work : Thanks for your time !
  22. shen

    clone mesh from GLTF

    I tried to clone meshes imported from GLTF file and found that meshes were cloned twice. use the debug layer, you can find that the original root mesh was used as the parent of a set of cloned meshes. I also wonder whether the scale of the cloned meshes is correct?
  23. Hey everyone I'm back! I have a mesh that rotates around the Y axis whenever I click and drag along the screen: var currRotationY = 0, currPositionX = 0, clicked = false, originalRotation; canvas.addEventListener("pointerdown", function(evt) { currPositionX = evt.clientX; currRotationY = player.mesh.rotation.y; originalRotation = player.axis.rads; clicked = true; }); canvas.addEventListener("pointermove", function(evt) { if (!clicked) return; //player.mesh is my mesh player.mesh.rotation.y = currRotationY + (evt.clientX - currPositionX) / 500.0; }); canvas.addEventListener("pointerup", function(evt) { clicked = false; }); Whenever my mesh completes a 360deg turn, its rotation.y value continues to grow beyond Math.PI*2. I'd like it to be reset to 0 whenever that happens.
  24. Doug

    Hi Rich.Ā  @rgkĀ mentioned that you might be able to please add a "patron" badge to my forum profile?Ā  Thanks very much!

  25. Hi, I would like to animate a big machine and I have got some questions. The machine has got some rigid bodies (like a robot) and each other have some kinematic relations. rotation/translation ....depending on the physic axis Can I load the whole scene in blender and then export it to a babylon file or is it better to load each mesh as single components in a js file scene ? . Or any other way ? at moment, the machine comtains almost 10 meshes ,that are almost 1 to 2Mbytes stl ascii files each. Once the machine is loaded, there will be animation. The position values of each meshes are computed by a cnc post processor and the positions are available in an array for each ms. I don't know exactly how I will share these values to the babylon js model at the moment . any idea ? Regarding the vision of this project, I would need some advices on the way to implement it right in babylonjs . To give you a better overview of what I want ot achieve , here is a video of my actual project : Regards, Steph