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PatrickRyan

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PatrickRyan last won the day on November 21 2018

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  1. @JCPalmer a normal map isn't a new concept, nor is it something that does not apply to Babylon.js. We have support for normal maps as can be seen at https://doc.babylonjs.com/how_to/more_materials. There isn't a lot of information on creating them on this doc page, mostly because the information can be easily found elsewhere and all mesh bakers will give you the option for baking them if you can supply a high-poly mesh to project to. The difference between a bump map, which your exporter supports, and a tangent space normal map is the amount of detail that the map contains. Bump maps are black
  2. @Madclaws can you post a playground for us to look at, even a partial one with the particle system only would help. Taking wild guesses at what is happening will just waste your time so looking at the code will produce the fastest solution. Thanks!
  3. @Madclaws, the most likely issue here without seeing a playground is you did not set a blendMode on your particle system. If a blendMode is not set the default is BLENDMODE_ONEONE which ignores the alpha of your texture for more performance in your system as there is no overdraw. To get alpha you need to use: particleSystem.blendMode = Babylon.ParticleSystem.BLENDMODE_STANDARD; You can learn more about the available blendMode options at https://doc.babylonjs.com/babylon101/particles#particle-blending. To help you out a bit I converted the particle demos from our release video into a pla
  4. @Madclaws I took a look at your playground and added a couple of things for debug. The first was to play the particle system on key press (spacebar) so that I don't have to rerun the scene every time to see what is happening. The second is that I commented out your manualEmitCount line as that will never allow more particles to spawn than the ones it spawns. It essentially says "emit only X particles all at once" which is why when you call start again nothing happens. You've already hit your particle limit on that system. I normally never use manualEmitCount just because of that limitation unl
  5. @Ulfheden I dug into the exporters to the Babylon format for Blender and Maya and am finding some strange behavior that may be bugs. I don't know if its directly related to the normals being sharpened because the normal data is present in the Babylon file. However, I noticed that while the materials are exporting with the mesh coming out of Blender using the Babylon 5.6.4 exporter, the textures aren't being read correctly. I am pinging @kcoley to take a look as he is the one working on our exporters. We've been focused on glTF export lately so neither of us are sure if all the new exporter fea
  6. @Ulfheden can you walk me through how you are creating your Babylon file of your mesh from Blender? I can't figure out why the parenting of the mesh would affect the normals of the mesh since you have normals written into the file so there must be something else going on. What exporter are you using and how are you setting up the export? Also, why aren't you getting a materialId in your Babylon file? Are you exporting the mesh with no material? If so, it makes it harder to debug with the sandbox inspector because I don't have access to some of the normal display options when there isn't a mate
  7. @Ulfheden I looked into your mesh and the only thing I saw missing was your mesh had hard vertex normals, so when that exports you will see faceting in the mesh. The thing to do is select your mesh and soften your faces/edges: I also exported a glb (binary version of a glTF) from the Khronos glTF exporter and used that to test. You can drag/drop it right into the sandbox to see how it renders with Babylon, and other apps can handle it like 3D Viewer for Windows or Sketchfab. You can get the plugin and docs at https://github.com/KhronosGroup/glTF-Blender-Exporter. You can see that sm
  8. @Ulfheden would you be able to share the Blender file as well? I can't debug the mesh as easily with a Babylon file as I have to convert back to a DCC format to be able to see what may be going on. Thanks!
  9. @timetocode that model is from https://www.mixamo.com/ and can be downloaded as an FBX with animations. You should be able to import it into Blender, but I have no idea what the original authoring program is.
  10. @JohnyCage at the moment, we don't have the feature implemented into our Max exporter that allows you to set clips from your timeline. We have this available in the Maya exporter and it is on the roadmap for Max, but we haven't gotten it in yet. What @Dad72 mentioned is the best way to do this until we are able to update the Max exporter with clip functionality.
  11. @Ulfheden, would you be able to share your mesh and textures with us so we can take a look at what is happening. I have used XNormal in the past, but it is not currently a part of my pipeline. I am usually baking normals either in Substance or ZBrush. But we can successfully use normal maps in Babylon.js as can be seen in this demo asset I created. Happy to take a look at the files and debug what is going on.
  12. I'm looking at your one arm animation file and the reason you don't see animation on that file is that there are two validation errors on the file with the following information: { "uri": "DemonOneArm_Max.gltf", "mimeType": "model/gltf+json", "validatorVersion": "2.0.0-dev.2.5", "validatedAt": "2018-11-21T23:13:19.321Z", "issues": { "numErrors": 2, "numWarnings": 0, "numInfos": 3, "numHints": 0, "messages": [ { "code": "MESH_PRIMITIVE_UNUSED_TEXCOORD", "message": "Material does not use texture coordinates sets with indices (0, 1).",
  13. Our exporters should be kicking warnings about non-normalized skin weights, so if that is truly what's going on it is still likely a bug. Though I am unsure why the same FBX sent through Maya would succeed because exporting with non-normalized weights results in an invalid glTF. I'm guessing that @kcoley will know what is going on.
  14. @jsunandmax it looks like there may be a bug in the Max exporter as the Maya exporter works correctly. I will ping @kcoley as he is working on the DCC exporters and give him my files to look at. Demon_MaxMayaComparison.mp4
  15. You are going along the right path so far, and I just see one issue from your last post. It sounds like you are skinning the white hitbox to the skeleton which puts you in the same problem as before where it will only hit the box's bind position. This is because the vertices are taking their final position from the translation of the joints they are skinned to and interpolating a position based on an offset between them weighted by the skin. An example would be that you have a vertex that is skinned to two joints with a 0.7 weight to one and a 0.3 weight to the other. All skin weights mu
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