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About mr_pinc

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  1. I would say the easiest way is to create a spline in your 3D editor and add an animation to the camera to follow that spline. When you are happy with the way it looks export it and get it to play in Babylon. The when in your scroll wheel handler you simply set the keyframe on the existing animation using the 'goToFrame()' method. The frame would be the current currentFrame + (totalFrames * speed of movement) .
  2. Unity does not really export to the web. Yes you can do an HTML output but it's not really optimized for a typical browser scenario. Babylon allows you to craft an experience with a Web focus. Also I'm not sure but Unity html5 might not work on mobile, while Babylon definitely works on mobile. Unity has advantages though, it has a full featured editor which is easy to use - Babylon has an editor but it's very primitive compared to what you get in Unity.
  3. In your example you are modifying the texture on the mesh, you should modify it on the material. I'm not sure if the default material has an albedoTexture property, you should look at the docs to make sure but my first statement is still correct, modify the material, not the mesh.
  4. Tried that but still no luck. Once I get a couple hours I can really dive in.
  5. Ok setting the blending mode now does indeed fade the items as before but there still remains the issue initially described. I'll have to really dive into the meshes to see if I can adjust on my own.
  6. You just need to use the PlaneImposter instead https://www.babylonjs-playground.com/#1BZJVJ#114
  7. Not sure if this nails the issue but here you can see a mesh with a PBR and visibility set to 0.25 is fully opaque. https://playground.babylonjs.com/#HBDNNA
  8. We've done a lot of experimenting on PBRs in the last little while. They work great and the linked article explains things well there are a couple of caveats right now. The 3DS max exporter exports ambient occlusion to it's own Map - babylon supports having AO in the R channel of your MetallicRoughnessMap - Substance Painter does this automatically saving you a file to load. There's a currently a bug in the export that if you use GLTF as your export format then camera animations are not added to the camera object - if you export as .babylon file it works fine. Also when loading
  9. Well it's kinda good news. It shouldn't be that bright. At 0.5 visibility you should be able to see through it which the screen shot does not show. The attached screenshot demonstrates 0.5 visibility as it should look You can see through the mesh at 0.5 visibility on an alpha build of 3.1
  10. Ok I'll review those. Also interesting is that after upgrading to the latest beta, setting the opacity to 0.5 makes the whole material ultra - bright - while setting it to 0.99 like the previous examples does not yield the same depth sorting problems. Visibility set to 0.5 in the latest preview release (v3.1-beta-5)
  11. When I animate the visibility property on a handful of meshes there appears to be a weird rendering error. As seen in the attached screenshots. When visibility is set to 1.0 everything renders fine. When set to 0.99 the z-ordering appears to get messed up. Any guidance on how to resolve this would be helpul.. Visibility set to 1.0 Visibility set to 0.99
  12. If you try to animate a mesh in Max and export it, then any keyframes that have the easing changed from the default value will produce a continuous drift in whatever property is being animated until it hits the next key frame. You can see what I'm talking about in the attached files. The max file has 2 boxes, both animating position. One with custom easing the other with default, you can see the custom easing one drifts a little before it's animation should start playing. Here's a description of the scene from my artist: babylon_anim_box_test.max box.babylon
  13. Node based material editor Node based logic editor (ala UE4 blueprints) A boy can dream can't he
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