Flomotion

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  1. Hi, thanks for your reply. The UV on my model is correct however. That's why I added the other image on the right where I placed and image in the diffuseTexture channel. It looks good there. And when I change the image to the dynamic texture, it looks wrong. Or is there a way to rotate the uv channel with code?
  2. Hey all, I'm adding a dynamic texture to my imported model so I can have multiple layers in the diffuseTexture. This works good on a plane that I create in BJS. But when I apply the dynamic texture to the imported model it looks strange. As if only the top row of pixels is used or something.. (see attached image) When I place the same image texture on both models, everything looks as it should. I tried to recreate this issue in a playground. But since I can't load my own model in there I used the rabbit model. http://www.babylonjs-playground.com/#38BSEG But.. this seems to be working correctly. Is there a way to import my model into a playground? Or does anyone have an idea what's happening with my imported model? thanks Floris
  3. Thank you both so much! cat.rotationQuaternion = null; Easy and perfect solution!
  4. I want to animate the rotation of some objects from an imported mesh. But the rotation behaves very different on an imported object. How can I get this to work the same as it works on native objects. To illustrate I made a playground where the cube above the cat behaves as it should. They both have the same keyframes.: http://www.babylonjs-playground.com/#EEUVTY#4 I hope someone knows, thanks! Floris
  5. Thanks for your answer. Maybe it's just not showing up. I set the lightmapTexture to the AO texture and that does what I want. But I don't really understand what the AO is doing then.
  6. Hey All, I'm trying to add an ambient occlusion texture to my pbr material like this: var pbr = new BABYLON.PBRMaterial("pbr", scene); pbr.occlusionTexture = new BABYLON.Texture("AOtexture.jpg", scene); But I guess I'm doing something wrong. So I hope someone can help me in the right direction. Thanks 🙂
  7. Thanks for your answers. Deltakosh, I'm aware of the different modes. But maybe I just don't understand them. Because when I apply some of them I don't see any difference with not using a blend mode. But none of them help me combine the alpha from the image and applying the blend mode. Gijs, I was nearly embarrased to see that you found a similar question from me from a while back. Unfortunately this seems to be a different issue. Because the alpha blendmode will disable/ override the opacity texture too. And using the opacityTexture gives many unpredictable results in z-ordering. I need both to be able to create a colored label with a print with alpha on it.The alpha defines the shape of the label. Since white being 'printed' on a colored surface will show the colored surface I also need an alpha blend mode. So I'll keep looking.. I'm affraid it will be shaders.
  8. Hello all, I'm trying to combine a material in blend mode with an alpha channel. But it doesn't seem to be possible.(alpha overrides the alpha from bitmap) http://www.babylonjs-playground.com/#ST2E8W Perhaps using the shader builder could lead to a solution. But I don't really understand shaders and I can not find info about it. I do think there is something in this playground. But it doesn't work anymore because the shaderbuilder.js can not be found. http://www.babylonjs-playground.com/#E6OZX#58 Is there anyone who can help me in the right direction? thanks!
  9. Are the objects on the shelf grouped? I've found that the anchor points of objects in groups must be rotated (0,0,0). And the group as well.
  10. I totally missed your previous response. But it was a while back. And if you're still recovering, It's probably wise to listen to your girlfriend ;-) Hope you will feel better soon. And glad to hear that you're still working on it! thanks!
  11. Hi, I'm very curious about the progress of your FBX importer. Is there any news? thanks!
  12. I tried to create these kind of labels. But this is much better. Thank you!
  13. Hey there, I would really like to understand/ use this. But I'm not sure how. There's no info on 'ShaderMaterialHelper' or ' ShaderBuider' in the documentation. It would be great to have 2 materials combined using an alpha channel. Has anybody tried? :-) Floris
  14. Hi Marc, i'm a cinema 4d user (and would love to see an exporter as well.. Or have fbx exporter read the materials from c4d export.) but meanwhile I have a few approaches. (And I have tried all) The best way to get a model with materials into blender is using collada. If you use max, use collada as well (2014 export, not 2015). The fbx export from c4d will support the materials in max. But export to Babylonjs doesn't work because the materials Use an extra step (not sure what it's called. Press m and you'll see) the fbx exporter doesn't support the materials but it's better in animation (more precise) than max exporter. and with the blender exporter I haven't been able to get bones animations to work. Hope it helps.
  15. I also work in Cinema4D. You can export to fbx and it will give you a .babylon file that supports (bones+weights) animations. The only thing that seems to go wrong is the materials. But you could set that up manually. If you don't use animation in your files, you could export to collada and use Blender as an extra step in the export proces. If you know anyone with 3DMax, you could send them a collada 1.4 (not 1.5) export. It supports everything (but groups need to be on rotation (0,0,0) or they will be wrongly rotated on export..). If you need really precise animation; export the fbx from max. The materials do work from this export and animation is more precise than the max exporter.