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ozRocker last won the day on July 23 2018
ozRocker had the most liked content!
About ozRocker
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Advanced Member
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Website URL
http://www.punkoffice.com
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Gender
Male
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Location
Melbourne, Australia
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ozRocker reacted to a post in a topic: Hiring for HTML5 Simulator of wind driven blades for Energy Generation
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Spankied reacted to a post in a topic: Interactive facial expressions of my housemate
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Deltakosh reacted to a post in a topic: Timing animation to music
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Woh! I had no idea BabylonJS had that kind of functionality. Ok I got this. Prepare to see something awesome soon!
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Does anyone know if this would be possible? I know someone brought this up before but it was regarding SysEx messages from a MIDI track. I'm talking about playback from an MP3 or WAV file. I know its possible to detect beat in songs by analysing the bass frequencies. There's gotta be a way to implement that in a .babylon animation. Basically I'm trying to get dancing animations synced to the beat of music.
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QuintusHegie reacted to a post in a topic: Dynamic bodyshape demo
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I've been experimenting with a tool for shoppers so they can create their bodyshape in realtime and see which clothes fit them (whether that's a viable platform or not depends on the what the shoppers think) Here is the LIVE demo: https://punkoffice.com/bodyshape There was a bit of stuffing around to make this work. I had to separate the body-parts into polygroups. To do this I needed to add code to the Blender exporter so it would export vertex groups. Then I added code to the Babylon.js library to be able to parse the vertex groups from the exported JSON file. I've got a base m
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ozRocker reacted to a post in a topic: [SOLVED] polygroups?
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brianzinn reacted to a post in a topic: [SOLVED] polygroups?
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Sebavan reacted to a post in a topic: [SOLVED] polygroups?
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I finally got off my lazy ass and implemented a solution. You can see the result here: preview.punkoffice.com/bodyparts I altered the mesh.py file of the Blender exporter to parse the vertex groups. If anyone wants to see the code changes I've attached my version of mesh.py. The bits I added have # _NEW_ before the code. I'm not great at Python so maybe it can be improved. @JCPalmer this might be of use to you if you want to incorporate vertex groups. So the extra JSON in the .babylon file looks like this: "vertexGroups":[{"name":"waist","id":"waist","indices":[4053,405
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[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
OMG I found the actual problem! I set visibility to my particle placeholder meshes to 0. RenderTarget won't pick up particles if the placeholder mesh isn't visible. Looks like I just need to find another way to hide the placeholder meshes -
[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
Well it works here https://www.babylonjs-playground.com/#WBQ8EM#25 I'll try it in my local environment and if that works I'll tick this one off -
[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
Does that mean particles will eventually show up when I use CreateScreenshotUsingRenderTarget? I tried with v4.0.0 alpha-7 but its not there yet. -
ozRocker reacted to a post in a topic: [SOLVED] CreateScreenshotUsingRenderTarget with particles
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[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
Nice! That is the ultimate playground test -
Thank you @JCPalmer I got it working now
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ozRocker reacted to a post in a topic: Inconsistent animation speed
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ok, it looks like there is something different between the avatars that's causing the problem. I made a new playground using 2 different avatars and they are synced perfectly. https://playground.babylonjs.com/#BCU1XR#191 I don't have access to the original files so I'm trying to find a way to fix up the sync with Babylon.js code Edit: The animations are for skeletons with 62 bones (fingers and toes in there). Some of the avatars have a different number of bones because they might not have the same number of fingers/toes. If I use copyAnimationRange like that it will compl
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Did you mean the FPS of the animation files or the FPS of the avatar files? In this example I'm using just the one animation file and copying that to the avatar skeletons so those animations should have the same FPS
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Here we go: https://playground.babylonjs.com/#BCU1XR#190 2 guys with the same animation applied. One guy breakdances faster than the other guy. How can I make them dance the same speed?
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Not sure if I'm doing something wrong, but I can't get this working with skeleton animatables. It only accepts animation objects.
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ozRocker reacted to a post in a topic: Avatar Account and Register form
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You are correct, which is why I mentioned all the platforms I used to create a registration form. However, the framework that I built is for commercial purposes.