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Everything posted by RalphEl

  1. JohnK is right ,,, somethimes we need to learn code,,, to extend core functionality of engines for our needs
  2. alwasy when I download new project from github Babylon.js and CTRL SHIFT + B build.. it will find that all files has changed because it will change brackets in whole project like this. so if I ll commit t return Node; })(); return Node; }());
  3. https://github.com/lemontmoon/Babylon.js Helloooo,,,, this is my first contribution on GitHub https://github.com/lemontmoon/Babylon.js still dont fully understand how github works,, ROFL if U want to play animation with transitions,,,,, simply ----- > scene.beginAnimation(target,from,to,loop,speedRatio,null,null,transitionSpeed) transitionSpeed = 1 means no transition it works like it worked before transition less than 1 will play current animation u want to play together with previous,,, with linearFADE-in try so
  4. Ok,,, so ,,,, i used that hacked version its version 2.1beta which is hacked.......... I looked into it and did easingIN function,,,,,,,,it works great, !,, i think its very great solution for blending skeletal animations,,,,,,,,,, so what I am trying to do,, ,is ......... that I have implemented this into the latest version of babylon 2.4alpha... conclusion for now --- > everythings works great,, but,,...."?"...... one thing i am missing is that somehow i cant figure out why _activeAnimations for my specific target won't have more that 1 animatabale,,, I've also disab
  5. Thaks for all stuff & wisdom you've sent me,,,, I've been trying your experimentation earlier but didnt know that there was modified babylon.js file.... I am gonna loook into it much deeper........... loooks like you really did skeletal animation blending,, ,,
  6. Will there be ever animation blending, transiting for BABYLON ? it's so great engine...... but for game genre I would like to do with that I need that smooth transitions.
  7. Hello,,, I've been trying to use SSAO renderingPipeline,,,, and got this ERROR WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElementsInstancedANGLE: attachment has a 0 dimensionbabylon.js:5714 WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimensionbabylon.js:5711 WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElementsInstancedANGLE: attachment has a 0 dimension2(index):1 [GroupMarkerNotSet(crbug.com/242999)!:7CC10008]RENDER WARNING: there is no texture bound to the unit 0(index):1 [GroupMarkerNotSet(crbug.com/242999)!:7CC10008]RENDER WARNING: texture bound to texture unit
  8. Hi ! is there is possible to make smooth skeletal animation transition between two animations,,, from "IDDLE" to "RUN" ,,,,, from "RUN" to iddle also I would need to get current animation frame, or set animation frame.
  9. Yes,, I can say its working ,, but not with clonedMesh & workerCollisions = true If I use instanced mesh its ok,,, but I need to make cloned mesh with cloned skeleton,,,,,,,,, do I need to clone collider or is there something else I need to turn on, setup after cloning to get collider working ? thx I need same skeletal characters but I need to clone them to play separate animations on them..... with instanced skeletalMesh we cant play different animations,, they are playing same animation all the time right ? correct me if I am wrong + tested with workerCollisions=false
  10. I've found that if I use movewithCollisions with workercollisions = false, it works great else if workerCollisions = true,,,,, movewithCollisions is not moving,,,, is there something I'm missing ? if Yes,,, please tell me how to use it thx.
  11. Hi,, I have problem with shadowmaps when there are objects moving around scene origin 0,0,0 shadows starts flickering very intensive how can i solve that ? "it is iimposible to take screenshot of that" thanks,, Also is there possible to merge two shadowmaps ? for example I have want to use two ShadowGenerators fist for static objects with refresh rate: 60 second with dynamic objects refresh rate: 1 it works very well in term of performance but problem is that when first static shadowmap is overlapping dynamic ,,, shadows become darker at overlapping point.
  12. or #ifdef SHADOWS shadows = vec4(0,0,0,0); for (var i=0 ; i<shadowmaps.lenght;i++) shadows += shadowmaps.a; // "a=1" finalshadows = vec4(shadows,1.0) *intensity #endif output color = diffuse + finalshadows ???
  13. I have question about shadows too...... I;ve separated static and dynamic objects into two shadowGenerators, (Static & dynamic) so static shadow refresh rate is 60 and dynamic is 1 ,,,, --- > work pretty good but,,,,, is there way to merge two shadowgenerators shadowmaps into one in output because second shadowgenerator is overlaying first one,,,, and static shadow becomes darker if dynamic shadow overlaps static .. This effect is not physicaly realistic in real world....... it should be output color = total diffuse * light final color = output color + ((shadowgenerator
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