-
Content Count
170 -
Joined
-
Last visited
About bghgary
-
Rank
Advanced Member
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
DylanD reacted to a post in a topic: Finish Line Block
-
iri reacted to a post in a topic: Path all points animation
-
bghgary reacted to a post in a topic: Path all points animation
-
Animations are intended to have a static set of keys. You might be able to create a queue of animations and then play them back to back as you add points to your path, but I'm not very sure if that's is any easier than just moving the object manually.
-
bghgary reacted to a post in a topic: AmmoJS support
-
The way the playground is currently set up, each call to 'heartFlight' will replace the previous animation and thus you only have the last animation. I've fixed it with the following playground, but I don't know if that's what you are trying to do since I removed the while loop. https://www.babylonjs-playground.com/#X0MDYG#1 Are you perhaps trying to trace a path while points are being added? If so, using animations may not be the right approach.
-
Wingnut reacted to a post in a topic: Load glb model into scene directly from content string.
-
Sebavan reacted to a post in a topic: Load glb model into scene directly from content string.
-
Load glb model into scene directly from content string.
bghgary replied to yatao-wf's topic in Questions & Answers
This is a case that the code doesn't handle. I've filed an issue: https://github.com/BabylonJS/Babylon.js/issues/5579 In the meantime, you can do this a bit indirectly by using a blob with an object url. https://playground.babylonjs.com/#7F6S08#2 Note that your base64 encoded string was incorrect compared to the file you attached. I had to re-encoded the data. -
bghgary reacted to a post in a topic: Gif Creation
-
bghgary reacted to a post in a topic: Slowly turning camera
-
bghgary reacted to a post in a topic: Extending the default babylon file parser
-
[Bug?] MergeMeshes() results in mesh artifacts on Kindle Fire 7
bghgary replied to Nodragem's topic in Questions & Answers
Either way. This is kind of a gray area since we don't know if it actually is a bug in Babylon or something with the Silk Browser or the drivers on the Fire. -
bghgary reacted to a post in a topic: Gif Creation
-
Dad72 reacted to a post in a topic: Gif Creation
-
We don't track issues in the forums, so it needs to be on GitHub or this may get lost in the wind. I've filed it here: https://github.com/BabylonJS/Documentation/issues/1333
-
Sure. Please file an issue at https://github.com/BabylonJS/Documentation or better yet, if you feel inclined, open a PR. 😅
-
[Bug?] MergeMeshes() results in mesh artifacts on Kindle Fire 7
bghgary replied to Nodragem's topic in Questions & Answers
Sure. Ping if you find a way to repro the geometry issue with a playground. -
There is an extension that creates animated gifs, but I'm not sure what is the state of the code. Give it a shot if you are willing. https://github.com/BabylonJS/Extensions/tree/master/GIFExporter
-
solved Extending the default babylon file parser
bghgary replied to tomph's topic in Questions & Answers
The extensions property is for supported file extensions and not any kind of extensibility mechanism. @tomph Can you explain your scenario? -
bghgary reacted to a post in a topic: Extending the default babylon file parser
-
[Bug?] MergeMeshes() results in mesh artifacts on Kindle Fire 7
bghgary replied to Nodragem's topic in Questions & Answers
@Nodragem Can you go to http://webglreport.com/ on your device and post the results? -
Wingnut reacted to a post in a topic: Slowly turning camera
-
bghgary reacted to a post in a topic: How this model is designed?
-
The problem is that you've set up the animation to transition between two positions that are exact opposite of each other which will result in the animation interpolation jumping from one rotation to the other rotation in the middle. You can fix this by adding a new point and use tangents to smooth out the animation, but if you just need to rotate, then it might be better to animate the rotation value instead of lockedTarget. https://www.babylonjs-playground.com/#HI70D3#1
-
bghgary reacted to a post in a topic: Found a mistake in the docs...
-
If you can set this up in a playground, I can probably tweak it such that it is smaller.
- 14 replies
-
Higher specularPower does not imply that the material is metallic. In some cases it does, but in many other cases it doesn't. There isn't a foolproof way to determine without doing some fancy machine learning and even then it still might be wrong. The original author's intent of whether it is metallic or not is not captured using StandardMaterial. I'm confused by this statement. There is nothing in PBR materials that causes the glTF to be bigger. As you already found, the exporter converts the StandardMaterial to a PBR representation anyways.
- 14 replies
-
arek3D reacted to a post in a topic: Strange reflection on .glb files on mobiles exported from Babylon JS
-
This is a FB issue. I'm not sure what we can do about that. The link you posted originally has both metallicFactor and roughnessFactor of 1.0 which probably explains the difference. I don't have much experience with Modo or how it exports glTF. Both GLTF2Export and 3dsMax exporter should be able to export with metallicFactor of 1 and roughnessFactor of 1 if it is configured to do so. I can help with that if needed. Yes, that is true. I suggested it because it sounded like you didn't want physically-based materials. If you can share your scenario, I might be able to come up with
- 14 replies
-
arek3D reacted to a post in a topic: Strange reflection on .glb files on mobiles exported from Babylon JS
-
I tried it earlier and the values that were exported looked correct to me, so I don't think there is an issue with the BabylonJS exporter. I didn't try to export using the 3dsMax exporter, so maybe there is an issue with that. That said, the darkest box representable by core glTF is not going to be totally black because the PBR metallic roughness model that we (the glTF working group) picked for glTF is not capable of representing it.
- 14 replies