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Everything posted by kcoley

  1. @UeliUeli it looks like panning works by holding down the control key while left-dragging, though this causes a context menu to pop up on Mac OS, which interferes with the pan. I'll see if it is possible to make an update to support left-dragging with the command key for Mac OS
  2. Hi @ilia welcome to the forum! You can navigate here to create a playground: https://playground.babylonjs.com/ You can create a simple scene with the playground to repro the issue you are having, then click the "Save" button. The url should then be updated. You can post the URL here and we can help investigate the issue you are hitting. Let us know if you are having issues with setting up the playground. 2. Perhaps you can use a rotation quaternion and "slerp" between the two objects using a Quaternion? Here are some docs on animations: https://doc.babylonjs.com/b
  3. @UeliUeli I just remembered that I had enabled three finger drag on my Mac, which also enables three finger panning with the ArcRotateCamera. You can enable this in System Preferences > Accessibility > Mouse & Trackpad > Trackpad Options. Select "three finger drag" next to the "Enable dragging" dropdown and select the checkbox. Afterwards, panning should work.
  4. @UeliUeli does this playground work for you? : https://www.babylonjs-playground.com/#12WBC#69 I just tested on my Apple trackpad. I am using three fingers to pan and two fingers to zoom in.
  5. @JCPalmer btw, do you have plans for supporting tangent space normal maps, or adding support for PBR with Blender 2.8?
  6. @JCPalmer thank you for the clarification. My apologies, when I mentioned generating normal maps, I meant exporting a normal texture attached to a normal input of a material node. But I see now that you must attach a bump texture to the normal input, which I was able to verify with the Diffuse Material. Also thanks for the clarification on PBR not being supported. @Ulfheden does this help clear things up for you?
  7. @JCPalmer would you be able to take a look at this? I spent some time looking at the Blender exporter, though I am not sure how to generate normal maps from the tool.
  8. The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium. Here is the link to the medium page. We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
  9. @fdeng @SebavanI just merged a fix for this: https://github.com/BabylonJS/Exporters/blob/master/3ds Max/Max2Babylon-1.3.10.zip
  10. @Sebavan sorry I was looking at the wrong issue. @fdeng I'll keep investigating
  11. @Sebavan the issue is not with the max exporter, but with rendering in the Babylon.js playground. It could be that the render settings for the skybox are different in the playground than the sandbox.
  12. @fdeng the issue does not seem to be with your model but with specular aliasing in the playground. We converted your model to glTF and viewed in the sandbox to check, which looks better there (https://sandbox.babylonjs.com). @Sebavan would you be able to take a look? scene.glb
  13. @fdeng the link does not seem to work for me due to access permissions, but you can upload the file to my DropBox file request here: https://www.dropbox.com/request/pesebiaItQ1tC3gFmpeK
  14. Hi @oschakravarthi is there a specific glTF extension you are looking for here?: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0 Environment maps are not part of core glTF 2.0, but there is an ongoing discussion about supporting an extension for it on this thread: https://github.com/KhronosGroup/glTF/issues/946
  15. Hi @fdeng do you have a sample scene which is hitting this error?
  16. @fdeng I took a quick read-through and one thing that seems to be missing is adding the submesh to the your handledMesh array: Something like this: handledMesh.subMeshes.push(submesh); This playground may be a good reference in getting MultiMaterials to work with multiple submeshes if you haven't seen this one yet. https://www.babylonjs-playground.com/#28EUMN#21 Let me know if that helps.
  17. @fdeng, gotcha, multiple submeshes makes sense. I'll take a look at your version.
  18. Hi @fdeng. Unfortunately, multi-materials on a single mesh is currently not supported in Babylon.js. The current way to get the obj to load would be to create multiple meshes with different material assignments.
  19. @leht gotcha, you can probably call setAlphaEquationParameters with an onBindObservable call on the material: let mat = new BABYLON.StandardMaterial("standard", scene); mat.onBindObservable = function() { engine.setAlphaEquationParameters(...); // pass parameters here }
  20. Hi @iamnick. Are you wanting to make a screenshot from your whole canvas? You can try converting it to a dataurl: let dataURL = engine.getRenderingCanvas().toDataURL(); console.log(dataURL); I believe the issue you are hitting is because the top right field may be the last activeCamera set, so is treated as the scene active camera.
  21. Hi @nogalo welcome to the forum! If you want to move the object towards the center of the camera view, you can try calculating a position from the camera position added to a scaled camera forward vector, like this playground: http://playground.babylonjs.com/#BIYF2R#2 You of course would have to take into account distance from walls, etc. As for trigger volumes, @aWeirdo had a good suggestion in this issue if it works for you:
  22. Hello @leht, is this doc useful?: https://doc.babylonjs.com/how_to/how_to_use_blend_modes
  23. Hi @Bladetrick are you having issues with the mtl file from the exporter? Do you have a sample playground that repros your issue?
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