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Found 49 results

  1. I was wondering if it's possible, and if yes, then how, to get more responsive movement when using getPositionToRef to attach a mesh to a bone assigned to some skeleton from an imported model. I think it's the same when using attachToBone. http://www.babylonjs-playground.com/#1N9CSW#2 The position and rotation of bone #6 (right hand) is used to position the sphere. Imagine it was a sword or a gun. Try moving the camera around, and notice the movement of the sphere. It seems to be a little behind, and not as crisp as one would have hoped for. Am I missing something here?
  2. Hi to all. There really isn't any issue here; as exporting animations to babylon from blender works fine, except for the "4 bone influencers per vertex" limitation. I understand that it is a browser thing: http://www.html5gamedevs.com/topic/10772-blender-export-issues/ http://www.html5gamedevs.com/topic/9560-rigging-rigify-blender-export-babylon/ My question is sort of strange, but I'll ask it anyways. I have no idea how to rig following this limitation in blender. How would one go about ensuring that this limit is not exceeded? Sure importing a MakeHUman model with the gaming rig, 32 bones I think, enabled would work, but when of the times when one is not rigging humanoid characters? Like sea monsters? Or giant insects? or something like that? And even if one is rigging a humanoid character, what of when the MH rig just doesn't do what you'd want and you have to do your own rig? So how would one make rigs ensuring that that limit is not exceeded? Any pointers on how to go about this would be appreciated. I also have one other question, would it possible to have babylon.js come with something like a visual editor for rigging? You import your static models and then rig them using it; it should guide the rigging process so that this "4 bone influencers per vertex" thing is not exceeded. (Please don't tell me to build it myself! ; at least not now!) Those are my questions. I attached a picture showing what happens when the limit is exceeded; the animation works but some areas are invisible. Other rigs I did did not show at all once exported to the .babylon format. Thanks in advance.
  3. This is an issue I've had with multiple models. http://www.babylonjs-playground.com/#4CVUS#2 See how some vertex or maybe a bone has points attached to the camera? The issue seems to be with the skeleton, as removing this and the skin modifier seems to remove the issue: http://www.babylonjs-playground.com/#4CVUS#3 I'm using 3Ds Max 2015 and the Babylon.js Exporter. When uploading the file to Claro.io, the mesh and skeleton are both intact, but exporting to .babylon somehow removes the skeleton aswell. As far as I know, Clara.io uses the Blender exporter, but that's no success either. I was just wondering if anyone else has had this issue, and if yes, then maybe know a fix or a way around. Attached is the .max file for reference. simple.max
  4. Here's the deal, I'm importing a model with skeleton, bones, animations etc. I assign the model (Index 0) and the skeleton (index 0) global variables. Then, outside of Babylon's native import function, I clone the model and the skeleton, and run animation (from frames) just fine. The problem is, when I try to manually manipulate bones using their getters and setters, somehow, rotating 1 bone from 1 clone of the original, also rotates the bones of all other clones, as well as the original. Changing the names and ID's of bones doesn't seem to help, either. Soo. Is there any way of cloning bones? no clone function exists, and I'm unsure of how to approach this. I'll see if I can create a simple PG, as the project is pretty complex by now. As I mentioned, I can run different animations on the different skeletons without any issues. But as soon as I manually rotate bones, all clones + original are all affected.
  5. Is it possible to show the skeleton/bones of an imported mesh? I don't mean lines and debugging layers, but actually rendering the bones themselves, so they won't stay hidden. Is this a possibility, or simply not a feature? PG example, because why not: http://www.babylonjs-playground.com/#1SJMJ0
  6. I'd like to be able to choose whether to use or ignore a skeleton, assuming ignoring a skeleton will improve the performance. (each bone reduces the performance as far as I understand, even when no animation is played) The purpose is to use the skeleton during the model's animation, and ignore it when no animation is played. Is such a thing possible? Will it improve the performance or is it already optimized in bjs core?
  7. In a blender scene one of the character meshes has an armature with an animation. After exporting to a .babylon file and loading it, if the character with the skeleton armature is visible when the scene starts , the animation plays and the scene works as normal, If the camera is facing away from the animated character when the scene starts this error occurs Uncaught TypeError: Failed to execute 'uniformMatrix4fv' on 'WebGLRenderingContext' : No function was found that matched the signature provided.(using nw.js based on Chromium 41.0.2272.76.) This is how the scene is loaded BABYLON.SceneLoader.Load("", "TheBlenderScene.babylon", engine, function (newScene) { newScene.executeWhenReady(function () {It's happened in 3 projects, my current workaround has been to include all the animated meshes in the view when the game starts. Has any one else has had this problem, or have an idea of how to avoid the error? thanks
  8. Hi, dear programmers! I am making a decal blood like in this example http://www.babylonjs-playground.com/#1BAPRM#81 All works fine if my mesh is static, but when my mesh is animating then the decal take first frame and that all. I set skeleton for the decal, but does not metter, decal don't animates. Like on the screenshot, the left pic is when I shooted and the right pic is one sec after the shot: How I can do implement an animating decals?
  9. Hello guys, I'm moving on with my scene and I got stuck on skeleton animations. I have situation when my soldier model is running and while running animation is playing (or any other animation) he is being hit. The results of such situation is that running animation is stopped and hit animation starts playing, while my model is still moving forwards. So I have few different options here: Stop model movement and continue run animation when hit animation finishes Blend two animations with different weights. I know that this is possible with Three.js' animation mixer but I could not get it to work with babylonjs is this even possible? Any other thoughts? I was going thought this forum but I only found topics on blending when one animation changes other animation.
  10. Hello guys! I have, maybe, a little bit strange question. But how can I set the main position of skeleton or the started position of skeleton I dont know how its named. When I export model from blender and current animation frame in blender let's say 35, in babylon, if I do not begin skeleton animation, skeleton current frame it is 35. If I export model from blender and current frame 12, than in babylon main pos of skeleton it is frame 12. How can I set main pos for skeleton programmatically in babylon. I need set main pos first frame regardless of current frame in blender. Becouse I often export from blender and I can foget set skeleton in first frame and it will not be immediately noticeable in the game. I hope you will understand about what I told
  11. Hello everyone! I'm working on a BabylonJS project and having problems with the movement of the 3D-model. I have used tens of hours to find a solution with poor results. The projects goal is to get 3D-model/avatar move according to the movement data from Kinect-sensor. I'm using a C#-server to send Kinect data through WebSocket to JS and BabylonJS for visualization. The problem what I'm having is that I don't know how to correctly move the model. BJS documentation seems to focus only to ready-made animations and not to the manual deforming of meshes with skeletons. I've moved and deformed the skeleton in BJS, but cannot get the meshes to move with the skeleton. Everything works fine in Blender (moving the skeleton deforms the mesh), but not in BJS. I've also tried to make custom animations for the skeleton in BJS to animate the model frame by frame with the data, but it's so complex I'm having a hard time understanding it (with no proper tutorial). What is the correct way to manually deform models with skeletons in BabylonJS? If the right way is to make custom animations can you help me understand how to build an animation for a skeleton in BJS? (I'm familiar with the BJS tutorials and documentations for animating meshes with no skeletons). My previous post about the problem Here is a bit creepy custom animation I'm working on. (How to delete the ready-made animation?) Here is one debug-model I'm using. How to make skeleton animation from scratch if your model doesn't have one? Thank you for your help. Mazax
  12. I have an imported, animated, rigged character mesh. I want to move its z position on keyboard input. I'm not seeing a position attribute on the Skeleton or on the Bones. I'm not seeing an obvious way to do this. playground at: http://babylonjs-playground.azurewebsites.net/#2F6AQS#2
  13. Hi, Is there a way to extract a bone's World position? I need an actor to pick up a rock and throw it. ELI5, please!
  14. I have a model loaded from a .babylon file, which consists of several meshes, a matching skeleton with animations is also loaded from that same file. I'd like to create a clone of the whole model (meshes + skeleton), and be able to animate each clone separately. I iterate over the meshes with a simple FOR loop and clone them, so far everything works as expected. I clone the skeleton, however when I try to animate the clone using scene.beginAnimation(skeleton...) neither the cloned meshes nor the original meshes are animated. When I try to animate the original skeleton, the original meshes are animated successfully. Since my skeleton cloning is completely separate from the meshes cloning, I guess it makes sense, as they don't have references of each other. 1) Is there a way to pass the skeleton which meshes it should be attached to after cloning? (or the other way around - pass the cloned skeleton to the cloned meshes) Alternatively - Is there some way to clone the meshes and skeleton in a way that keeps the newly cloned meshes synced to the newly cloned skeleton? 2) Is it even necessary to clone the skeletons if I want different clones of the same model to be animated separately? 3) Does a skeleton have a function similar to mesh.createInstance()? For instance, if I call mesh.createInstance(), should I still call skeleton.clone() or does skeleton have a function similar to createInstance() for improved performance?
  15. Hello everyone!I plan to use the Kinect v2 (that for xboxOne) to move an avatar in my scene.My idea was to gain the quaternions of jointOrientations and then change the appropriate bone matrix. Nevertheless, the jointOrientations are expressed in global rotations (each jointOrientation indicates the direction of the joint in absolute coordinates) while, if I understand it, I can only modify the local matrix of skeleton bone. So I am trying to convert local jointOrientation in local rotation:var joint; //the joint of kinectvar parent = joint.Parent();var localOrientation = BABYLON.Quaternion.Inverse(parent.Orientation).Multiply(joint.Orientation);But I'm having trouble in the transformation of the reference coordinate between kinect joints and avatar bones int the babylon scene... I tried to change the axes by swapping values (x, y, z), but I'm probably wrong var kinectOrientation; //orientation of the joint expressed in quaternionreturn new BABYLON.Quaternion(kinectOrientation.y, kinectOrientation.x, kinectOrientation.z, kinectOrientation.w); //this is just one example, I have tried in different casesDo you have any advice? Thanks in advance
  16. 1) Is there a way to create animation ranges via blender? e.g. define there that between 50-100 is a "win" animation, instead of defining it in bjs as follows: skeleton.createAnimationRange("win", 50, 100); Maybe by exporting markers? https://www.blender.org/manual/animation/markers.html 2) Is there a way to get the total frames of a skeleton in bjs?
  17. I'd like to animate a rigged 3d model I'm loading from a .babylon file, as concluded in the previous topic: http://www.html5gamedevs.com/topic/24180-3d-models-animations/ I read the following according to @JohnK's suggestion: http://doc.babylonjs.com/tutorials/Animations http://doc.babylonjs.com/tutorials/How_to_use_Bones_and_Skeletons I'm using blender. Does @JCPalmer's Blender Exporter export skeletons with animations created in blender? In other words, would I be able to simply animate a model in blender and then call scene.beginAnimation(skeleton...) to animate the loaded skeleton in bjs?
  18. Recently I need to produce about 5 minutes of animation(more than twenty dirfferent people perform this animation ),How to use babylonjs to achieve this goal. Currently think of two ways: use 3DMax to make whole animation, then import it.But the problem is data file is so big and how to achieve the goal of different people perform? animation split into a small module,then import them in turn,But question is How to control the order of each small module? Finally, What is a good way to achieve the goal of different people perform the same animation efficient´╝č Sincere thanks.
  19. Hello everyone! I have kind of a complicated question. I'm currently doing my thesis at uni, the topic being web based games (specifically 3d ones). I'm going to create a small multiplayer Bomberman clone and reflect the process on the thesis itself; what problems I had, how does the development compare to for example Unity etc. I have used Unity kind of a lot and know the basics of threejs. However, after many hours I decided to make the game with Babylon, since it seems to be more suitable for the task at hand. I have a strong web-development background, so the thesis pretty much gives me some time to learn more about game programming Ah yes the question itself, which is pretty much about setting up the project. I would like to have help with these areas: Using modern JavaScript, ES6 syntax and features for BabylonJS. Maybe load the modules using, for example, SystemJS. Is this a silly idea? Is it best to use, for example, Gulp for the deployment stuff, like minification? However, I have not found that many sample projects at all for the engine itself. Maybe I haven't digged far enough? If anyone has any useful links, sample projects or ideas to share with me I would be really blessed. Thank you in advance for reading my lengthy post
  20. in blender ..... in babylon ... helpme plz
  21. I have a scene where I create a Sphere. I then use BABYLON.SceneLoader.Append to import a skeleton. I attach the sphere to one of the skeleton bones and it disappears. You can see this happening here: http://kevzettler.com/robotbones/ I can provide the full source if that would help. The source of the scene looks like: const canvas = document.getElementById('render-container'); const engine = new BABYLON.Engine(canvas, true); var scene = new BABYLON.Scene(engine); scene.clearColor = new BABYLON.Color3(0, 1, 0); // This creates and positions a free camera var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(canvas, false); // This creates a light, aiming 0,1,0 - to the sky. var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = .5; // Let's try our built-in 'sphere' shape. Params: name, subdivisions, size, scene var sphere = BABYLON.Mesh.CreateSphere("sphere1", 16, 1, scene); sphere.position.y = 1; var skeletonPlaceholder = new BABYLON.AbstractMesh('', scene); function skeletonLoadHandler(scene){ var skeleton = scene.skeletons[0]; var viewer = new BABYLON.Debug.SkeletonViewer(skeleton, skeletonPlaceholder, scene); viewer.isEnabled = true; //enables skeleton animation sphere.attachToBone(skeleton.bones[1], skeletonPlaceholder); var anim = skeleton.beginAnimation("ArmatureAction.001", true, 1); } function loadProgressHandler(progress){ console.log("loading: ", progress); } engine.runRenderLoop(() => { scene.render(); }); window.addEventListener("resize", () => { engine.resize(); }); BABYLON.SceneLoader.ShowLoadingScreen = false; BABYLON.SceneLoader.Append("./assets/models/mechsniper/babylon/", "combined.babylon", scene, skeletonLoadHandler, loadProgressHandler)
  22. I have an animated armature in a Blender file. I want to export and import only the armature. If possible i'd like to render the armature in babylonjs for debuggin Then in my babylonJS app code I want to create and attach meshes to the bones. Are there any tutorials, docs, or examples showcasing this? Is this possible. Appreciate any help.
  23. Hello, I'm testing to export bone animation from Blender to babylon.js. Animation in Blender works well ( sample_0.gif ), but it doesn't work well in babylon.js ( sample_1.gif). It seems the rotation axis is incorrect or the relationship between parent bone and child bone is not well. Do I have to set some values or something in blender or babylon.js? *enviroment babylon.2.3.js / blender 2.76 / blender exporter 4.5.0 / windows 10 / chrome if there were similar topics, please let me know. Regards
  24. Hi, I'm a beginner with phaser, and I like using spine for my animations. The problem is that I can't find a good tutorial or anything interesting where I can easly understand and configure it. 1st question : Can I load Skeleton Animations of spine into Phaser ? If yes, is there anyone who can explain it clearly to me ? 2nd : I clone phaser lib into Cloud9 (c9.io) but I don't know how to generate the javascript .min.. (I saw that there was a pixi lib for loading spine animations but I don't know how to use it...) 3nd : However, if there is no solutions for the skeleton animation, I tried exporting usual spritesheet with Spine, BUT... Spine export a .atlas file for the positions of the frames, NOT json or xml, the problem is that Phaser don't support it... Is there a solution ? I have a spritesheet with many animations, the json would be very usefull so I don't have to type every positions of sprites in phaser... Thank you guys ! Keysim.
  25. I've successfully cloned a mesh and its skeleton with this code: this.mesh = Assets.avatar.clone(JSON.idx); this.mesh.skeleton = Assets.avatar.skeleton.clone(JSON.idx); I then run an animation like this: this.mesh.skeleton.beginAnimation("Idle",true,1); This works well on Windows browsers. I can have 10 people moving about with their own separate animations. Some running, some walking and some idle. However, this doesn't work on iPhone and iPad. If I animate one of the meshes then all of them will activate the same animation. If one is running then ALL of them will be running. Its as if they are all referencing the same animation. Does anyone know how I can get this to work on iPhone?