• Content Count

  • Joined

  • Last visited

  1. Hello guys, I have just a theoretical question, that should lead me in the right direction Let's say I have a mesh, I would cut off the mesh in separate bodyparts let's say for now it would be [ BP_HEAD ] [ BP_CHEST ] [ BP_LEGGINGS ] [ BP_BOOTS ] [ BP_GLOVES ] And from my previous experience I would say I will have a rig, and this rig whil get exported with each bodypart file. i00_imperial_armor_head.obj/fbx/whatever Containing Mesh, rig, vertex data etc i00_imperial_armor_chest.obj/fbx/whatever Containing Mesh, rig, vertex data etc i00_imperial_armor_leggings.obj/fbx/whatever Containing Mesh, rig, vertex data etc i00_imperial_armor_boots.obj/fbx/whatever Containing Mesh, rig, vertex data etc i00_imperial_armor_gloves.obj/fbx/whatever Containing Mesh, rig, vertex data etc Is babylon capable of combining all this parts together? I mean does it have needed methods to work with this type of things? Thank you:)
  2. Hello, wow amazing demo. Thanks)) But I already achieved what was needed for me, I see your demo very usefull when doing enemy turrets or something:) This is what kind of movement I have currently. http://gph.is/2clIXGB
  3. Oh yeah it worked, thanks As i didnt find a precise answer on my question, Ill make a post here describing : How to rotate a mesh based on camera forward vector. First we need to find out camera forward vector: var forwardVector = BABYLON.Vector3.Normalize(this.mesh.position.subtract(data.scene.activeCamera.position)); And then we need to find the rotation angle : var angle = Math.atan2(forwardVector.x, forwardVector.z) //And then rotate by Y axes this.mesh.rotation = new BABYLON.Vector3(0, angle, 0);; Thanks! Great forum, learned a lot in 2 days!
  4. Hello people, just got new to gamedev in general, read a lot here from babylon js forum and learned a lot of new things. But I got stuck and wasted almost 4 hours to find out a thing here but just cant. So my only option is to ask here I need to make Third person camera, and i got it working. Current implementation is, that I move my "player" regarding absolute location UP LEFT RIGHT DOWN And the camera forward direction is not taken in consideration. But what I need Is actually move the player forward regarding the camera forward vector. Can someone please at least give me the solution how to find camera FW vector ?