• Content Count

  • Joined

  • Last visited

About legallon

  • Rank
  • Birthday 03/27/1998

Profile Information

  • Gender
  • Location
    Montpellier (France)

Recent Profile Visitors

575 profile views
  1. @Pryme8 It would be helpful !
  2. @Wingnut aha I enjoyed this hijacking a lot, allowed me to think of something else than my code for a few minutes ! At least there are people like you to enhance the "deep thinking" level !
  3. @Wingnut I think you're on the right way ! (btw you'd definitely want to see the Peyrou, lovely place ! )
  4. @Wingnut Yes, and I would even say a "3D-aware " country : if I'm not mistaking, the great @Deltakosh himself is French ! What a nice idea ! I'm pretty sure that every French member of this forum would love to have you and your guitar with us in France Coming back to the topic, yes the problem was a mtl file call within the obj file, sneaky peeky stuff ahah hard to find !
  5. Hey @V!nc3r, Thanks for your answer, I didn't know about the raw link ! No worries for the material, @Amarth2Estel helped me for this. Thanks for the help mate !
  6. Hey man , Thanks for the suggestion concerning the material ! I comentend the line 3 and it works. I didn't really think it was about the mtl file because I thought I was forced to import it with my object ( now I can see that I'm not). Thanks again , it helped a lot
  7. Hi everybody ! I'm importing .obj files in my application, and I want to change their color. However, the color seems to be changed when the page is loading, but when it's finally loaded the mesh still has its basic grey material (so while the whole scene is loading we can see the mesh being pink for half a second and then takes back its basic color/texture/material). I've seen something about UV maps etc.. but I checked it in Blender and it is activated when I import into obj. Here's a pg trying to reproduce my problem ( first you will need to help me importing my object into the pg because it doesn't seem to be working, I can't see it on scene); I added a skull.babylon to show that the code I provide is supposed to work : Thanks for your time !
  8. Hi @JohnK, I will try to use what you told me, and see if it suits me better than the other way (which worked quite well). Thanks for your reply !
  9. Ok I see, you create a box on first click, and then the second click modifies the scaling of the box to reach the clicked position, right ? That's very interesting ! I will try to work on that thanks @Arte
  10. Hi everybody , hope you're doing great ! Working on a factory building interface, I'd like to be able to create a wall between 2 points. See this example here : This pg can help you understand my need : I want to click somewhere on my scene (this click would create a line attached to my mouse like in the pg), then move my mouse (the line would follow it like in the pg) and clik again somewhere else to "drop" this line and have a kind of wall ( by playing with the width etc.. of my line or whatever would be attached to the mouse). The problem is I saw that we couldn't change the width of 3D lines, and I don't really know how to "make a wall" by using tubes. Hope you understood what I was trying to say , Thanks for your time !
  11. @Wingnut @Sebavan I've found a simpler and easier way to do it : You take a basic object, let's take a sphere, you animate it between a point A and a point B, and you add to this sphere a particleSystem with direction1/2(0,0,0). Then you make your sphere invisible and you're done ! Just play a little with the life time and the speed of the particles to have a perfect effect, but the result is very clean edit : i did a short example on the pg, not optimized at all but still works :
  12. @Sebavan yeah his answer may (and surely will) help me implement what I wanted to implement, but sure thing is that this would be nice to have this feature available ! We can do without, but it would be way simpler with
  13. That's a lot of stuff to deal with ! Thanks a lot for your time and your precise answers, I will take some time to read this all and to try these functions, I'm pretty sure there's everything here to fulfill all my dreams about particles streams ! (and if not i'll be sure to reply to this topic and to expose you my problems )
  14. Oh yeah this behaviour is near the one I want to implement , I can easily change the lookAt target to redirect the stream toward any mesh I want and act like a receive point. Thanks for the idea ! Other thing now is to handle some collisions and stop the stream when it reaches the target, and after that it would be just as cool as a real emitter/receiver stream. To answer your question, my need is to create a 3D interface, acting like a "digital twin" to represent a real time factory, so i need streams betweens my machines, thus the stream provided in the PG is definitely ok for me
  15. Well I probably would if I knew what it was ^^ ! Can you explain me ?