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alvov

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About alvov

  • Rank
    Newbie
  • Birthday 03/12/1988

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  • Website URL
    https://github.com/alvov
  • Twitter
    @art_s_lvov

Profile Information

  • Gender
    Male
  • Location
    Moscow, Russia
  • Interests
    Web, frontend
  1. Thanks @noalak it is indeed fixed 👍 No need for apologise: not having the product at all is a much much greater inconvenience than a known bug : ) Thank you for what you do as an OSP maintainer (but that still was very kind of you, cheers!)
  2. Hi @noalak I've checked with 1.2.31 and issue 1 is indeed gone, thanks! As for issue 2 - it seems to still be there, we've exported the scene two times in a row and got different ids for meshes and materials. As for 3 - ok, no problem, thank you for clarification! And I've noticed one more thing: 4. It seems that the new version ignores the instances of the meshes and exports them as separate meshes. Maybe there is some new setting or checkbox that could fix this? Thank you!
  3. I've just been shown this https://github.com/BabylonJS/Exporters/pull/308, so I guess this is going to be fixed in the next version. Thanks! (questions 2 and 3 are still actual though)
  4. Yes, but that's the problem - I uncheck the checkbox, but rotationQuaternion is still being exported
  5. Thanks @Dad72, I currently set "rotationQuaternion": null while preprocessing .babylon files, but that's a hacky way. Shouldn't the "Export quaternions instead of Euler angles" checkbox in the scene settings be in control of that?
  6. Hello! I have a few questions/concerns about how the latest (1.2.30 as for now) version of 3ds max extractor works. Not 100% sure it's the right place for questions like these, but maybe someone could at least help me with the research : ) It seems that the extractor adds the "rotationQuaternion" property for every mesh, disregarding the "Export quaternions instead of Euler angles" checkbox in the scene properties window (this checkbox seems to only affect whether the "rotation" property of meshes contains non-zero values). So as BabylonJS (we use 3.3.0-beta.4) mesh parser uses "r
  7. Is it true that we should only use the PBRMaterial, and not the PBRMetallicRoughnessMaterial to be able to use the lightmapTexture? Also does the 3dsMax-to-babylon exporter currently supports the PBRMaterial material?
  8. Hi everyone! Just wanted to share a small proof-of-concept game I've been working on for a while. It's called The monster's vault. The main goal is to find a way out of a dark creepy dungeon, pull a lever that opens the exit door, while not being caught by a wandering monster that dwells in the darkness, and bla-bla-bla... the whole point here is not about gameplay anyway. This game is inspired by Keith Clark's demo of an HL2 location made entirely by CSS 3d transforms. I tried to repeat his approach by making a browser 3d game with first-person view based on CSS transforms
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