• Content Count

  • Joined

  • Last visited

  • Days Won


Posts posted by MackeyK24

  1. Yo @Sebavan ... I REALLY NEED HELP Calculating Input Weights for 2D Blend Trees (I dont understand the game math used for Polar Gradient Bands create by Rune ... The Unity Locomotion Guy...)

    If you PLEASE contact me so we can talk... I think i still get your cell, you can text me so we can hook up and i can show you all the details. 

    I really need this to close up and create my Game mechanics stuff (Which most is based of my implementation of the Unity Mechanim Animation State Machine System)

    Secondary would be the Shader... @NasimiAsl needs to help with that :)


  2. Script are used in Pairs... You create BOTH the .cs and .ts file.

    Note: The CameraRig is a built-in component (Add Component-->Babylon-->CameraRig). This component has built in features for to rig the camera. You dont need code if using my CameraRig... But you can ALWAYS make your own camera script by creating BOTH the Editor Component and the BACKING CLASS (.ts).

    Im pretty sure i go over that in the Getting Started video :)


  3. Hey guys, what’s the main difference between a heightmap collision type vs just a mesh collision type... if you make a terrain for example by creating a mesh from a heightmap image, it’s a mesh then... so why wouldn’t you use a mesh collider... just would like to clear on what exactly the heightmap collision type gives you and the best case to use it

  4. This is another area that I repeatedly asked someone to help... Terrain exporting and the shader need to render... I have implemented how Unity does terrain splatmapping but could never really get results I was looking for... so that part is just stuck there in limbo....

    FYI... Advance Character Animation and State Machines are I. The same limbo because again ... I can’t get NO ONE to actually help with the code for Calaculate Input Weights (2D) needed to fully implement blend trees... I already did 98% of all the coding for this stuff but can’t get anyone (everyone I asked is too busy to help with my project or just plain and simply refused to help... I even offered to pay several people out of my own pocket... but they all basically told me to screw myself, they won’t help with the Math or coding) 

    Also got some issues with Particle Systems but I’m afraid I will get no help there either

    Anyways... that’s were my toolkit development is... in limbo.

    but I will try to make an Non-official video of how i do the whole terrain, instancing and LOD stuff to PAINT your trees on the Terrain and export everything 

  5. I had to reduce the max splats six because I could never get any help with the shader and the texture2D calls using a texture atlas so I can put all splats texture I one single file... since absolutely NO ONE helped with that (I mean actually help code)... I went back to using a separate texture for each splat and each optional bump map... that mean the MAX texture units that can be sampled in the the Shader is 16... some WebGL 2 version support 32...

    Anyways I limit to 6 splats (with up to 6 optional bump maps and 2 color maps aka splatmaps... that 14 plus any lightmap and or environment texture equal 16 max

  6. The prefab system is the core tech behind this kind of thing. You have a couple ways of doing this type of thing using prefabs.

    1... Manually create instances from prefab meshes

    2... Use the built in Tree 🌲 system I made to support Terrains (not complete because I could never get anyone to help me write the terrain shader all the way)

    I’m sorry, I have company visiting me this week. But when I get a chance I’ll try make a quick video showing the Terrain and Tree  Painting so you can use the Editor to scatter trees over the terrain . Including Tree LOD’s

  7. I’m using the gltf as a scene file... could have many root transform node... not just a single character model... and yes I get Remy-Master by name and move around using my Third Person Controller ... but in Babylon the body etc are parented to the root Babylon node and not Remy-master or whatever the main character model name is... this one is Called Remy-Master

  8. I imagine it would do the same thing with any Skinned meshes that are children of a master mesh.

    But here is my Remy-Master

    Note: Is kinda big... Has a bunch for blendshapes and 17MB worth of textures

    Yo @bghgary ... Hey Gary... I finally GOT THE WHOLE GLTF Export Pipeline... Take a look at Remy.

    1... Picture prefect PBR Material Export

    2... Animations (Including Skeletal Animations)

    3... Blendshapes (Including Morph Animations)

    4... GLB Binary Containers (Which includes ALL external scene assets)

    5... And so much more... Like Navmeshes, Lightmaps, Terrains (Including Splatmaps)

    I tell you... That took a minute to get right. All the Unity type GLTF exporters (Even the one you made for reference) does not really work right and does not export the all the major stuff... Mainly Skeletal Animations... That was a bitch to get right.


  9. Yp @Deltakosh and @bghgary 

    There seems to be a BUG in the GLTF importers... I have a hierarchy like this:

    - Remy-Master (Parent)

    --- Body (Child)

    --- Bottoms (Child)

    --- Eyes (Child)

    --- Hair (Child)

    --- Shoes (Child)

    --- Tops (Child)

    --- mixamorig:Hips (Child, Skeleton)

    But when i look at the scene all the SKINNED MESHES (Body, Bottoms, Eyes, Hair, Shoes, Tops) are DE-PARENTED and in the root of the scene instead of being under Remy-Master.

    That must be a BUG... Here is a screen shot of the scene:



    Note: My GLTF json DOES have the 7 other nodes defined as children (and it works right in other viewers😞


     "nodes": [
          "children": [
          "rotation": [
          "name": "Remy-Master",