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About josemayi27

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  1. I recently updated to the latest version of babylon (and also the latest exporter), but after that, every time I export a mesh with an armature (which has its rotation and scaled changed in the armature itself) when I run the game, the rotation is set to 0 and the scale set to 1. This was not happening with the babylon exporter for babylon 2.0. I'm using blender 2.75a
  2. Maybe something to explore, but wouldn't that be an expensive process? especially with bigger scenes? Thanks for the info, I'll take a look! One of the environments I have in which I notice low framerate is in an airport environment. However, I haven't really done any optimizations (I'm sure after I optimize the scene, framerate will increase big time). I guess I was interested to see something like Occlusion Culling being implemented in Babylon. Unfortunately I'm not at liberty to post the scene (otherwise I would have done so).
  3. Thanks for the idea, but it didn't seem to do anything different than what it was already doing. However, looking through how babylon animates things I was able to update the code to: for (var indx = 0; indx < skeleton.bones.length; indx++) { var bone = skeleton.bones[indx]; var currentAnimation = bone.animations[0]; bone[currentAnimation.targetPropertyPath[0]] = currentAnimation.getKeys()[107].value; }This seems to correctly move the bones to where they should be on frame 107. Now the question is how do I move from the current value to frame 107's value over time? I currently use tweenJS to animate properties of an object, but I imagine than simply changing m array inside bone[currentAnimation.targetPropertyPath[0]] instance is a bad idea. Any ideas of how I should go about that? I attached a sample of my current progress. Figured it would make it easier. Demo.js has all the logic. The part for the animation starts on line 37. Thanks in advance for the help!
  4. Thanks for the quick response Deltakosh! I may not be understanding correctly. I tried something like the following: for (var indx = 0; indx < skeleton.bones.length; indx++) { skeleton.bones[indx].updateMatrix(skeleton.bones[indx].animations[0].getKeys()[106].value); //106 is where the animation to transition to starts }But it animates the bone backwards. For example, if the avatar's face is supposed to be looking to the right, it looks to the left instead. There is also deformation in some places, primarily in the fingers. Is the above sample what you had in mind?
  5. Hey All, For a while and without success, I was looking for a way to transition between animations in babylon 2.0. By transition, I mean transform the bones over time to be exactly where they would be in the first frame of the animation that is about to play before the animation itself plays. This way it won't look weird when moving, say, from a walking animation to an idle animation or vice versa. I am trying to avoid having to create transition animation in blender for every possible combination. Since I could not find a way to do it, I was going to attempt to create a way myself. However, when iterating through the bones I realized that the only when to modify their transforms is to update their matrices. This is where the problem comes in. I am not very familiar with matrix math and would like to see if anyone could point me in the right direction as far as what calculations I need to perform on a bone to move it to the first frame of an animation that is about to play. Thanks in advance for the help!
  6. Hello All, I am working in a pretty big, closed environment and was looking around for ways to optimize performance. I am using babylon 2.0 and saw a few things while looking around documentation which might help me such as LOD, SceneOptimizer, octrees and shadow maps. All of these optimization techniques are great, but it looks like babylon only does frustum culling (at least by default) because whenever an object is caught in the camera's field of view the frame rate drops considerably (from 50-60 to 5-15) even if the object is behind another object and can't be seen. If occlusion culling is not possible with babylon at the moment, could anyone throw other optimization techniques my way? Right now, I haven't really optimized the scene at all, but am not sure whether the things I mentioned above will be enough to give me at least 40 frames when looking in the direction of a lot of "hidden" objects since they will still be rendered. Any help would be greatly appreciated.