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jchristof

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  1. That explanation is really helpful as I'm learning how this stuff works - thanks!
  2. @Romanichel_2.0 - confirmed that this does seem to produce a full backflip animation. I ran the redist x64 console. I'll look at this a bit closer later on to figure out what the Take 001 means in terms of why it's there etc. and educate myself more on the tech. C:\Users\jon.martin\Downloads\babylon fbx tools x64>FbxExporter.exe back_flip_to_uppercut.fbx . /animstack:mixamo.comversion : 2015.09.14Usage : FbxExporter <path to fbx file> <outdir> [/fps:60|30|24] [/skipemptynodes] [/animstack:"animstack name"]Animation stacks :[ ] Take 001(41 - 1000)[X] mixamo.com(0 - 5833) Nice
  3. Oops - I'm blaming that on the any parameter but this doesn't work for me either: BABYLON.SceneLoader.ImportMesh("", "scenes/", "walking.babylon", this.scene, function (newMeshes, particleSystems, skeletons) { that.scene.stopAnimation(newMeshes[0].skeleton);}BTW - loving babylon.js + typescript.
  4. Only about 20 of the 170 original frames appear to animate - so I'm looking into where the other frames went, and how to stop the model from auto animating.
  5. Just a quick update as I'm still investigating - I built the FbxExporter.exe against the Autodesk VS 2013 sdk - there are some warnings for me, but the project build without an error. (buildlog.txt) FbxExporter.exe converts back_flip_to_uppercut.fbx => back_flip_to_uppercut.babylon file. The images for material are output in a .fbm directory Now when I load back_flip_to_uppercut.babylon with ImportMesh, the model loads file with it's material. Animation starts immediately, even though I did not specify it to start. Even if I load like this, the model animates without stopping BABY
  6. Thanks - the converter is encountering an issue when applied to this animation fbx with or without /sk:
  7. Thanks gryff. If this helps and is allowed by the forum: Akai_E_Espiritu.fbx.txt back_flip_to_uppercut.fbx.txt
  8. Blender shows that the animation fbx does not start in the t-pose. Mixamo can provide separate files for the t-pose and each animation. Is it possible to load the files in babylon.js and programatically use the animation fbx with the t-pose fbx? I'm looking for an alternative to resetting the pose in each separate animation file.
  9. I've downloaded an fbx model from Mixamo, imported the fbx into blender and then exported to .babylon. When I load the model and begin a bone animation, the model distorts. Could someone tell me what I'm doing wrong? BABYLON.SceneLoader.ImportMesh("Akai", "scenes/", "skintest.babylon", this.scene, function (newMeshes, particleSystems, skeletons) { newMeshes.forEach(s=> s.material = mat2); newMeshes[0].rotation.x = -Math.PI / 2; newMeshes[0].scaling.x = .2; newMeshes[0].scaling.y = .2; newMeshes[0].scali
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