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Importing files from 3D Max


Ogs1017
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Hi I'm starting to love programming in Babylon.js but I do not know how to do it. I am modeling a scene created 3D Max, exported Babylon.js (save this page). I leave several files but do not know how to take each scene objects and encourage them to coordinate parameters to then play one or the other animation as I want.

I know it can be done by planning everything from the beginning but I want to take some objects made in 3D Max, put the mechanism progragramació and render it in the browser.

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Hi Ogs1017, welcome to the forum.  It's good to have you here.

 

We have a fine document at this msdn location .  It talks about mesh/scene importing, from Blender modeler.  Importing .babylon files made with 3D Max... is done the same way.  We also have a playground scene that imports a skull mesh... from a local .babylon file.  And the Babylon.js Sandbox is a great way to view/test .babylon files before using them in a project.

 

You can also use my fancy forum search page to search for "3dMax" and "3dsMax" (include the quotes).  This will get SOME results.  But remember that 3dMax mesh-importing is very much the same as Blender mesh-importing, so try seaching for "Blender", too.  And "Export".  You should get lots of good results to read.

 

Keep in mind that .babylon files must be loaded from a server, and some adjustments need to be made to the allowed-mimetypes of that server.  Loading .babylon files in other ways... sometimes gets security permission problems.

 

I am not a model-import expert, but sometimes I see people NOT doing animations in the modeler (in Max or Blender).  Instead, they export the mesh without animations, and then build the animations with Babylon.js framework animation tools.

 

After the mesh is imported into the scene, you can get "handles" (references) to each mesh, and then use many framework tools to have fun.  MUCH fun!  So, generally, two steps. 

 

#1.  Get the mesh into the scene, with textures.  You don't need to export lights and cameras, either. You can create a Babylon.js camera and light in the same scene file as your .babylon sceneLoader... and then add/adjust them later.

 

#2.  Build lights, cameras, animations, click-me's, collisions, intersecting, physics, effects, etc... using the Babylon.js framework and the JS and webGL beneath it. 

 

Go slow, be patient with yourself, soon you will be a pro.  Maybe other forum users will give more advice... soon.

 

Again, welcome!

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I would return to this point:
 

sometimes I see people NOT doing animations in the modeler (in Max or Blender).  Instead, they export the mesh without animations, and then build the animations with Babylon.js framework animation tools.

 
if the animations are controlled by bones, you must do it with animation software (3dsmax, blender), then you can read with babylon animation of the start key to end. Do with babylon might be possible, but very complex.
Otherwise you can make simple animation directly in babylon for animations that do not require bone.

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  • 1 year later...
On 3/12/2015 at 10:23 AM, Wingnut said:

Hi Ogs1017, welcome to the forum.  It's good to have you here.

 

We have a fine document at this msdn location .  It talks about mesh/scene importing, from Blender modeler.  Importing .babylon files made with 3D Max... is done the same way.  We also have a playground scene that imports a skull mesh... from a local .babylon file.  And the Babylon.js Sandbox is a great way to view/test .babylon files before using them in a project.

 

You can also use my fancy forum search page to search for "3dMax" and "3dsMax" (include the quotes).  This will get SOME results.  But remember that 3dMax mesh-importing is very much the same as Blender mesh-importing, so try seaching for "Blender", too.  And "Export".  You should get lots of good results to read.

 

Keep in mind that .babylon files must be loaded from a server, and some adjustments need to be made to the allowed-mimetypes of that server.  Loading .babylon files in other ways... sometimes gets security permission problems.

 

I am not a model-import expert, but sometimes I see people NOT doing animations in the modeler (in Max or Blender).  Instead, they export the mesh without animations, and then build the animations with Babylon.js framework animation tools.

 

After the mesh is imported into the scene, you can get "handles" (references) to each mesh, and then use many framework tools to have fun.  MUCH fun!  So, generally, two steps. 

 

#1.  Get the mesh into the scene, with textures.  You don't need to export lights and cameras, either. You can create a Babylon.js camera and light in the same scene file as your .babylon sceneLoader... and then add/adjust them later.

 

#2.  Build lights, cameras, animations, click-me's, collisions, intersecting, physics, effects, etc... using the Babylon.js framework and the JS and webGL beneath it. 

 

Go slow, be patient with yourself, soon you will be a pro.  Maybe other forum users will give more advice... soon.

 

Again, welcome!

Hello Guys, thanks for this topic and your help , I would like to know if anyone has figure it out in how to import the mesh animation from blender to babylon and then play it into the character, here is a way of doing but isn't there a better way? 

 

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On 3/12/2015 at 10:47 AM, Dad72 said:

I would return to this point:
 

 
if the animations are controlled by bones, you must do it with animation software (3dsmax, blender), then you can read with babylon animation of the start key to end. Do with babylon might be possible, but very complex.
Otherwise you can make simple animation directly in babylon for animations that do not require bone.

How can you play animation with out bones, such as soft cloth or vertex animation for example, I bake the animation key frames  using blender and the export but I have not figure how to play it

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