• Content Count

  • Joined

  • Last visited

About WolfKodi

  • Rank

Profile Information

  • Gender
    Not Telling
  1. Changing window.PointerEvent to navigator.pointerEnabled works for me, as Kesshi mentioned. Thanks for the tip about touch action.
  2. Did a simple scene on jsfiddle and could reproduce the issue: http://jsfiddle.net/rv0ww3jp/ Using an older repository commit of BJS works: http://jsfiddle.net/rv0ww3jp/1/ (For reference, I'm testing on Chrome Mobile on Samsung Galaxy S4) Switching to PEP is even better. That's what I tried using at first but I couldn't get PEP to work. I tried using these link for PEP: https://code.jquery.com/pep/0.4.0/pep.min.jshttps://code.jquery.com/pep/0.3.0/pep.js
  3. Assuming you were referring to shape key frames, so that means it would only require the one shape key frame data? instead of having the Base Shape as well? This would make it more efficient on data size. I'm glad to hear that it's coming along well and it sounds like the updated version would fix many issues with the current repository and to be in line with BJS 2.3. Would QueuedInterpolation still be an extension like Morph or would it be integrated directly into BJS? That's quite already, I figured it would be better to debug from the new version and the old errors can be disregarded. I spent the weekend doing a lot more testing more shape keys and ended up getting more errors with incorrectly morphed shapes and how adjusting one shape key in blender messes up another when exported using TOB and using the Morph extension in BJS. I finally called it quits for the old version when I found out that you can animate individual bones on top of an existing running skeletal animation. That's what I will be using for now. Thank you.
  4. I love the separate pages for each demo and how much more responsive it is.
  5. It's working on playground but not my setup where I use Hands.js from: https://cdnjs.cloudflare.com/ajax/libs/handjs/1.3.11/hand.js Which version of Hands.js is the playground using now? It used to be "http://www.babylonjs-playground.com/hand.minified-1.2.js" But now I can't seem to find a script with the name hands being loaded.
  6. Hi again, not sure if this is related but touch events are no longer working on mobile devices with Hands.js.
  7. Awesome. It's working now! So it was an issue with multi material mesh import parsing.
  8. I figured it would be a tough task. Thank you kindly for answering!
  9. Hmm maybe it's the load script or html related. I'm using a private hosted site but linking the BJS script from "http://www.babylonjs.com/babylon.js" I setup a jsfiddle with a basic mesh import function and I got the same error message. I set it to show an alert of the error message: http://jsfiddle.net/7x0nkh0g/2/ If I switch the BJS script to a previous commit, before the prasing update (around 25 November) such as the following, the scene imports without errors. https://rawgit.com/BabylonJS/Babylon.js/2bf66f15f8f5947faa4cef2a76d3811f98d21e44/dist/preview%20release/babylon.js
  10. I see, thanks! I know where to dig deeper if I want to go there. I think it is better to harness as much power from the GPU as possible while still being mostly compatible. Do you suppose the GPU can perform a picking task?
  11. Happy holidays and enjoy Black Friday! These aren't all that important or critical but thanks for the heads up.
  12. Here's a sample .babylon file that gives the following error: Unable to import meshes from /kodi3d/rigmorph.babylon (Exception: TypeError: y.Parse is not a function) @MasterK, you could also upload the file someplace else and share the link here. rigmorph.zip
  13. I'm excited about bone animation blending and I'm sure many will find this useful especially for a game engine. If you ever need help with testing and debugging, do post.
  14. Hi! 1. Oh, how interesting. Is there a way to update the CPU before the a picking request? What about casting a ray or collision picking? Are they done on the CPU side and are only aware of the initial state? Surely there must be a way to update them. 2. I guess too
  15. Oh right! Hands.js! That's correct. I didn't have hand.js when I made those test cases. Good luck with the fix!