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David78

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  1. @gryff I appreciate the help. Upgrading to the blender 1.5.0 exporter fixed everything, so I suppose that was the cause of the missing faces. Thanks for the practical pointers on how to deal with the 4 bones issue and all using vertex groups.
  2. forgot to say, I cannot upload the character that didn't show at all, because I deleted it out of anger...but nonetheless, the question still stands, even though it is a strange question.
  3. Thanks to all for your swift responses. @gryff Yes, it is the same character, different texture. As you can see in my first post, I acknowledge this: And go on to cite instances where for one reason or another, one decides to rig the character by themselves. I rigged that character by myself and opted not to go with MH's gaming rig. The reason is, as I keep saying, I am learning both blender and Babylon.js (saying "BJS" sounds weird to me... ) and hence decided to give rigging a shot. The question is more practical than technical; I'm asking how to rig specifically for babylon.j
  4. 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 bo
  5. Hi gryff and thank you so much for your extremely detailed help. This is a pretty amazing community, I must say, after a few hours the issue is solved. Yes I did get the mesh from MH, because it was taking me ages to finish a whole model from scratch (see attached for screenshot of masked-head) and I am still learning the ropes as I keep saying, so it made no point to go through all that just to see imported textures and animations in babylon.js. Sorry about the messed up .blend file, I'm also still learning how to use it, and I hope to get better with time. Again, I really appreciate you h
  6. Hi there everyone. I've been learning modelling and animation in blender as part of establishing a working pipeline from blender->babylon. Currently, I'm working on exporting textured meshes. I made a mesh of a goblin-like creature and textured it and applied a pinkish material to it. I exported it to babylon and there seemed to be no issue, except that when running the script, it was blank. I did put the texture in the same directory as the .babylon file and used blender render as opposed to cycles render. Here is the code that executes the script: if (BABYLON.Engine.isSupported()) {
  7. I suppose the issue has been solved, it is the nature of the heightmap that is used. Even when using the heightmap that you've modified, everything still falls through, but not completely, only mid-way; however, upon walking, the character falls completely through. It's just increasing the grey-scale intensity of the image that fixes it completely, thanks for the help. I used a different heightmap I generated using this package here: http://nemesis.thewavelength.net/index.php?p=9 It's very good for generating different types of terrains. Using the new attached terrain works,well for exam
  8. It seems Babylon doesn't like certain heightmaps... Changing the heightmap from the one I have, to the one you're using makes it work fine. However, using the attached heightmap inhibits the collision detection,everything just falls through. You can try and use it and see if you get the same results. Instead of: var ground = BABYLON.Mesh.CreateGroundFromHeightMap("ground", "map.jpg", 100, 100, 100, 0, 12, scene, true); try: var ground = BABYLON.Mesh.CreateGroundFromHeightMap("ground", "DoubleBasin_big/DoubleBasin_big.png", 100, 100, 100, 0, 12, scene, true); Using the first heightmap
  9. Thank you both for your replies, and thanks dad72 for the working demo. Well that part that you mention, is also implemented in the code. In fact, here is the whole exact code that I use, the same as dad72 uses: var canvas = document.getElementById("renderCanvas");var PlayAnnimation = false, PlayerCharger = false, skybox, scene, sceneCharger = false, meshPlayer, meshOctree, skeletonsPlayer = [], cameraArcRotative = [], octree, keys={letft:0,right:0,arriere:0,avancer:0}, VitessePerso = 5, forward, backwards;function animatActor(){ if(PlayAnnimation === false && (keys.avancer == 1
  10. Hi to all, This question regards collision-detection on a terrain and also on other meshes. Going through this example here: https://github.com/BabylonJS/Babylon.js/wiki/09-Cameras-collisions And playing with it in the playground and even on my local server, everything works as it should, collision detection is enabled and the camera does not fall through the mesh and it also hits the box. This is really good for an FPS. The issue comes when one uses this same technique without a camera, like so: scene.gravity = new BABYLON.Vector3(0, -0.5, 0); scene.collisionsEnabled = true; //terrain
  11. Thank you both for your answers. It makes sense that the mesh is slightly displaced from loading it from blender. I never thought that that would affect it however, it is rather meticulous! On the second question, yes I thought of using vertex deformation but before doing so was wondering if Babylon.js had an-in built way of handling this specific case.
  12. These are two simple questions, regarding parent-child relationships. It's not that I don't get this: " Any postion, rotation and scaling transformations made to the parent... prior to assigning it to children... will also be applied to the children when the parent is assigned. " What's happening rather is that when I load two meshes and make the first one the parent of the second or vice versa, there is an initial displacement in the child's position. On loading the meshes, this is the only line of code involving them, the rest sets up the camera, lights, etc: newMeshes[1].parent = newMe
  13. Thanks for the help. I need to manipulate the shape of the imported mesh and to also merge different meshes together, that's why I'd use VertexData as opposed to cloning.
  14. Here is a list of properties that I cannot access, even though in the file they are defined and they do have set values: useFlatShading. (in the file: "useFlatShading:" false) positions. (in the file: "positions:"-> a huge array with floats) normals.(in the file: "positions:"-> a huge array with floats) indices.(in the file: "positions:"-> a huge array with floats) uvs.(in the file: "positions:"-> a huge array with floats) It's weird that I can't access those values, yet the mesh is loaded properly and the flower and the vase are properly displaying. I saw that on
  15. That doesn't seem to be the case, displaying newMeshes[0].name alerts "vase", which is one of the two meshes I've imported from blender...I've attached the .babylon file but changed the extension to .txt so that I could upload it. I've attached it to my original post. If you look at it, you'll see that it does have the properties with set values that I'm trying to access.
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