payboy

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  1. Now my Solution is that: BABYLON.SceneLoader.ImportMesh("", "Babylon/", "anim01.babylon", Scene, function (newMeshes) { for (var i=0; i<newMeshes.length; i++){ Scene.beginAnimation(newMeshes[i], 0, 20, true, 1); }; }); BABYLON.SceneLoader.ImportMesh("", "Babylon/", "anim02.babylon", Scene, function (newMeshes) { for (var i=0; i<newMeshes.length; i++){ Scene.beginAnimation(newMeshes[i], 0, 20, true, 1); }; }); it done
  2. @Deltakosh:Thank you for your reply! These codes are my modified version var Anims = []; var assetsManager = new BABYLON.AssetsManager(Scene); var meshTask = assetsManager.addMeshTask("testtask","","Babylon/","test.babylon"); meshTask.onSuccess = function(task){ for (var i=0; i<task.loadedMeshes.length; i++){ Anims.push(task.loadedMeshes[i]); }; }; assetsManager.onFinish = function(task) { for (var i=0; i<Anims.length; i++){ Scene.beginAnimation(Anims[i], 0, 20, true, 1); }; engine.runRenderLoop(function() { Scene.render(); }); }; assetsManager.load(); But the results has not changed. The animations are not synchronous as before. Thanks again.
  3. Hi, everyboby This is my test demo. when i refresh the Browser (read local cache),the animation will don't synchronize.(Special on microsoft edge and most mobile browser ) How to solve it? Please excuse my English again Thanks very much test.babylon
  4. What's the difference between assetsManager and ImportMesh for importing custom meshes? thanks very much
  5. hello everybody i have two textures for a mesh that import form 3dsmax, one texture is for uv0 ,the other is for uv1 how to use 2nd uv channel in babylonjs ? thanks very much (sorry for my English)