Zino54220

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About Zino54220

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  • Birthday 01/05/1988

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  1. Thanks very much for your replies. I don't know what is the better way to fixe this problem, I must create the animation directlly in BabylonJS or I must change manually the pivot point of the mesh before play animation ?
  2. Hi everyone, I always have a problem with a simple rotation animation. In blender no problem, my object has the correct animation : After : But in BabylonJs : After : It seems like the center of the object has been set with the center of the scene and I don't understand why... I tried many things like : - update version of BabylonJs and Exporter Blender - use CTRl + A -> location and CTRL + A Rotation and Scale, - use "Bake action" menu after creating animation - use parenting Unfortunatly, the problem is not fixed ... For the moment, I can use location animation to progress in my project but I think that I must use a rotation animation early or later in this project. What I'm doing wrong please ???
  3. Thank you very much for your answers. I found the solution after trying your methods. First, I have rename the vertex groups like this : "objetc_Data". Then, just go to the "Animation" tab, click on "calculate" below "Motion path" which then becomes "update", click on "bake action" and leave the default setting. We can see that after the manipulation, several "Key Frames" are automatically created on the animated objects. After that, you will have the right animations for the rotations and no impact on the other objects already animated. I hope however that these added "Key frames" won't make the scene too heavy because I had already made a topic about display performance issues when I first loaded the scene once deployed on Azure. Thank you all once again !
  4. The strangest thing is that it seems to impact the other animations ... If I can help by doing special tests don't hesitate.
  5. Hi everyone, I have a new problem. My scene is finished and I need to animate several meshes. When I use "Location" animation, always is good but if I use a "Rotation" animation, all objects animated become wrong. Here an example with screen shots : Cas 1. Start animation rotation of plan mesh (in background of the scene, selected in Blender in orange) : Cas 2. first rotation like we open a door : Cas 3. back to origin position : cas 4 : after export, many problems and same render like here in babylonJS : You can see all meshes animated are offset or anything else ... What I'm doing wrong please ? Thanks !
  6. Hi everyone, JCPalmer had right, I made a mistake : In my first project, I had a skeleton composed by one mesh and fourteen parts of meshes armor, so when I imported the name of skeleton (wich was like the name of object in Blender), it worked. For my actual case, I simply imported one of the fourteen mesh of my skeleton to get it and after, in the rollback function, imported others meshs. Thanks everybody.
  7. A little more explication ... I have a biped mesh cuted in several parts. Like this : 14 meshes in all. After that, I made my skeleton. Like that : 46 bones in all. Here the name of the object in Blender : After, I had reset the center of each meshes with (with CTRL + A -> Location, and CTRL + A -> Rotation & Scale in Blender) and attached all the meshes to the skeleton with CTRL - P ->Armatur deform -> Automatic Weight. Here, we can see the hierarchy of all objects and the correct parenting after the operation : All is good after that in pose mode in Blender. After export, in my web MVC project, I imported the skeleton in the scene with the function describes in the doc. Then, in the rollback function, when I got my skeleton by index, I imported each mesh to attached them to my skeleton But now, the rollback function always give me an empty array, If I hadn't my skeleton , I can't attached each mesh to it. I started this little project few years ago and in the older version of babylon (like 2.2 with the Blender 2.73 or 2.75 ...) , this system worked. The method has been changed ?
  8. Here the content of log file (I just modify the path texture directory with '...' instead my name). Exporter version: 5.6.0, Blender version: 2.79 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false inline textures: false Positions Precision : 4 Normals Precision : 3 UVs Precision : 3 Vert Color Precision: 3 Mat Weight Precision: 2 texture directory: C:\Users\...\Documents\Blender\IFC\Squelette\Skeleton Striker AZ 9\Squelette_BabylonJS\ Python World class constructor completed WARNING: No active camera has been assigned, or is not in a currently selected Blender layer processing begun of skeleton: Striker_AZ_9, id: 0 processing begun of bone: torse3, index: 0 processing begun of bone: torse2, index: 1 processing begun of bone: torse1, index: 2 processing begun of bone: head, index: 3 processing begun of bone: epaule.L, index: 4 processing begun of bone: brasHaut.L, index: 5 processing begun of bone: brasBas.L, index: 6 processing begun of bone: mains.L, index: 7 processing begun of bone: mains_index1.L, index: 8 processing begun of bone: mains_index2.L, index: 9 processing begun of bone: mains_index3.L, index: 10 processing begun of bone: mains_majeure1.L, index: 11 processing begun of bone: mains_majeure2.L, index: 12 processing begun of bone: mains_majeure3.L, index: 13 processing begun of bone: mains_annulaire1.L, index: 14 processing begun of bone: mains_annulaire2.L, index: 15 processing begun of bone: mains_annulaire3.L, index: 16 processing begun of bone: mains_oriculaire1.L, index: 17 processing begun of bone: mains_oriculaire2.L, index: 18 processing begun of bone: mains_oriculaire3.L, index: 19 processing begun of bone: mains_pouce1.L, index: 20 processing begun of bone: mains_pouce2.L, index: 21 processing begun of bone: epaule.R, index: 22 processing begun of bone: brasHaut.R, index: 23 processing begun of bone: brasBas.R, index: 24 processing begun of bone: mains.R, index: 25 processing begun of bone: mains_index1.R, index: 26 processing begun of bone: mains_index2.R, index: 27 processing begun of bone: mains_index3.R, index: 28 processing begun of bone: mains_majeure1.R, index: 29 processing begun of bone: mains_majeure2.R, index: 30 processing begun of bone: mains_majeure3.R, index: 31 processing begun of bone: mains_annulaire1.R, index: 32 processing begun of bone: mains_annulaire2.R, index: 33 processing begun of bone: mains_annulaire3.R, index: 34 processing begun of bone: mains_oriculaire1.R, index: 35 processing begun of bone: mains_oriculaire2.R, index: 36 processing begun of bone: mains_oriculaire3.R, index: 37 processing begun of bone: mains_pouce1.R, index: 38 processing begun of bone: mains_pouce2.R, index: 39 processing begun of bone: cuisse.L, index: 40 processing begun of bone: tibia.L, index: 41 processing begun of bone: pied.L, index: 42 processing begun of bone: cuisse.R, index: 43 processing begun of bone: tibia.R, index: 44 processing begun of bone: pied.R, index: 45 processing begun of mesh: Striker_AZ_9_Main.L processing begun of Standard material: RobocopBlack Diffuse texture found "Kd" Image texture found, type: diffuseTexture, mapped using: "UVMap" processing begun of Standard material: CircuitIntegre Diffuse texture found "Texture.002" Image texture found, type: diffuseTexture, mapped using: "UVMap" processing begun of multimaterial: Striker_AZ_9.Multimaterial#0 num positions : 236 num normals : 236 num uvs : 472 num uvs2 : 0 num colors : 0 num indices : 558 Skeleton stats: Total Influencers: 578 Avg # of influencers per vertex: 2.4492 Highest # of influencers observed: 6, num vertices with this: 6 exported as 6 influencers num skeletonWeights and skeletonIndices: 1888 processing begun of mesh: Striker_AZ_9_AvantBras.L registered as also a user of material: RobocopBlack num positions : 164 num normals : 164 num uvs : 328 num uvs2 : 0 num colors : 0 num indices : 498 Skeleton stats: Total Influencers: 275 Avg # of influencers per vertex: 1.6768 Highest # of influencers observed: 2, num vertices with this: 111 exported as 2 influencers num skeletonWeights and skeletonIndices: 656 processing begun of mesh: Striker_AZ_9_BrasHaut.L registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#1 num positions : 273 num normals : 273 num uvs : 546 num uvs2 : 0 num colors : 0 num indices : 933 Skeleton stats: Total Influencers: 409 Avg # of influencers per vertex: 1.4982 Highest # of influencers observed: 2, num vertices with this: 136 exported as 2 influencers num skeletonWeights and skeletonIndices: 1092 processing begun of mesh: Striker_AZ_9_Cuisse.L registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#2 num positions : 148 num normals : 148 num uvs : 296 num uvs2 : 0 num colors : 0 num indices : 474 Skeleton stats: Total Influencers: 235 Avg # of influencers per vertex: 1.5878 Highest # of influencers observed: 2, num vertices with this: 87 exported as 2 influencers num skeletonWeights and skeletonIndices: 592 processing begun of mesh: Striker_AZ_9_Tibia.L registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#3 num positions : 109 num normals : 109 num uvs : 218 num uvs2 : 0 num colors : 0 num indices : 342 Skeleton stats: Total Influencers: 152 Avg # of influencers per vertex: 1.3945 Highest # of influencers observed: 2, num vertices with this: 43 exported as 2 influencers num skeletonWeights and skeletonIndices: 436 processing begun of mesh: Striker_AZ_9_Pied.L registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#4 num positions : 111 num normals : 111 num uvs : 222 num uvs2 : 0 num colors : 0 num indices : 294 Skeleton stats: Total Influencers: 158 Avg # of influencers per vertex: 1.4234 Highest # of influencers observed: 2, num vertices with this: 47 exported as 2 influencers num skeletonWeights and skeletonIndices: 444 processing begun of mesh: Striker_AZ_9_Cuisse.R registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#5 num positions : 148 num normals : 148 num uvs : 296 num uvs2 : 0 num colors : 0 num indices : 474 Skeleton stats: Total Influencers: 242 Avg # of influencers per vertex: 1.6351 Highest # of influencers observed: 2, num vertices with this: 94 exported as 2 influencers num skeletonWeights and skeletonIndices: 592 processing begun of mesh: Striker_AZ_9_Tibia.R registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#6 num positions : 109 num normals : 109 num uvs : 218 num uvs2 : 0 num colors : 0 num indices : 342 Skeleton stats: Total Influencers: 157 Avg # of influencers per vertex: 1.4404 Highest # of influencers observed: 2, num vertices with this: 48 exported as 2 influencers num skeletonWeights and skeletonIndices: 436 processing begun of mesh: Striker_AZ_9_Pied.D registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#7 num positions : 111 num normals : 111 num uvs : 222 num uvs2 : 0 num colors : 0 num indices : 294 Skeleton stats: Total Influencers: 154 Avg # of influencers per vertex: 1.3874 Highest # of influencers observed: 2, num vertices with this: 43 exported as 2 influencers num skeletonWeights and skeletonIndices: 444 processing begun of mesh: Striker_AZ_9_BrasHaut.R registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#8 num positions : 273 num normals : 273 num uvs : 546 num uvs2 : 0 num colors : 0 num indices : 933 Skeleton stats: Total Influencers: 409 Avg # of influencers per vertex: 1.4982 Highest # of influencers observed: 2, num vertices with this: 136 exported as 2 influencers num skeletonWeights and skeletonIndices: 1092 processing begun of mesh: Striker_AZ_9_AvantBras.R registered as also a user of material: RobocopBlack num positions : 164 num normals : 164 num uvs : 328 num uvs2 : 0 num colors : 0 num indices : 498 Skeleton stats: Total Influencers: 275 Avg # of influencers per vertex: 1.6768 Highest # of influencers observed: 2, num vertices with this: 111 exported as 2 influencers num skeletonWeights and skeletonIndices: 656 processing begun of mesh: Striker_AZ_9_Torse registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of Standard material: BlackRobotSup processing begun of Standard material: RepareBoulette Diffuse texture found "Kd" Image texture found, type: diffuseTexture, mapped using: "UVMap" processing begun of multimaterial: Striker_AZ_9.Multimaterial#9 num positions : 904 num normals : 904 num uvs : 1808 num uvs2 : 0 num colors : 0 num indices : 2634 Skeleton stats: Total Influencers: 2846 Avg # of influencers per vertex: 3.1482 Highest # of influencers observed: 6, num vertices with this: 1 exported as 6 influencers num skeletonWeights and skeletonIndices: 7232 processing begun of mesh: Striker_AZ_9_Tete registered as also a user of material: RobocopBlack processing begun of Standard material: MaterialMasque processing begun of multimaterial: Striker_AZ_9.Multimaterial#10 num positions : 430 num normals : 430 num uvs : 860 num uvs2 : 0 num colors : 0 num indices : 1572 Skeleton stats: Total Influencers: 458 Avg # of influencers per vertex: 1.0651 Highest # of influencers observed: 4, num vertices with this: 1 exported as 4 influencers num skeletonWeights and skeletonIndices: 1720 processing begun of mesh: Striker_AZ_9_Main.R registered as also a user of material: RobocopBlack registered as also a user of material: CircuitIntegre processing begun of multimaterial: Striker_AZ_9.Multimaterial#11 num positions : 236 num normals : 236 num uvs : 472 num uvs2 : 0 num colors : 0 num indices : 558 Skeleton stats: Total Influencers: 578 Avg # of influencers per vertex: 2.4492 Highest # of influencers observed: 6, num vertices with this: 6 exported as 6 influencers num skeletonWeights and skeletonIndices: 1888 ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= elapsed time: 0 min, 1.7835 secs For the .babylon file, can I share you with private message ? If you want too, i can share your the .blend file of the skeleton.
  9. Hi "@JCPalmer", So ... 1° I set up the exporter Blender with the version 5.6.0 and remade the export of my skeleton. 2° I set the babylon file with the version 3.1.1 and (after ...) 3.0.7 of babylon.js 3° I added the line and load BabylonJS: BABYLON.SceneLoader.loggingLevel = BABYLON.SceneLoader.DETAILED_LOGGING; 4° I modify the import skeleton function with your advices like this : function importSquelette(nomSkelAtelier, chemVersFichierSkelAtelier, nomFichierSkelAtelier, laScene) { BABYLON.SceneLoader.loggingLevel = BABYLON.SceneLoader.DETAILED_LOGGING; BABYLON.SceneLoader.ImportMesh(nomSkelAtelier, chemVersFichierSkelAtelier, nomFichierSkelAtelier, laScene, function (newMeshesSkel, particleSystems, skeletons) { //var dude = newMeshesSkel[0]; var skeleton = laScene.getMeshByName('Striker_AZ_9'); //dude.rotation.y = Math.PI; //dude.position = new BABYLON.Vector3(0, 0, 10); skeleton.position = new BABYLON.Vector3(0, 0, 10); } ); } 5° I got the same things with this result in consol : For BabylonJS 3.1.1 For BabylonJS 3.0.7 There is a specific option to enable in Blender before export or maybe I must made a animation for the skeleton or anything like this before made export ?
  10. So a little point of my research... I tried different version of Babylon JS and : - the version 3.1.0 does the same thing. - the version 3.0.7 (with exporter 5.4.0) gives no error in consol but doesn't do the job, always give an empty array in call back function : I tried to set up the name of my skeleton mesh but no more effects... Here all the parameters of my skeleton from Blender 2.79 : - the version 2.5.0 give no error but make not the job, always a empty array in call back function like for the version 3.0.7. There is a problem with exporter ? or this version of Blender ?? ... Unfortunately, if I can't import my skeleton mesh, I can't finish my game fight ... I will try to get the old version of exporter compatible with Babylon Js 2.2.0 and retry again to retrieve a function available.
  11. Hi everyone, I need your help a new time... I updated my BabylonJs version from 2.2 to 3.1.1 and I have a problem with an import skeleton : here the code (from the doc) calls which is very simple : function importSquelette(nomSkelAtelier, chemVersFichierSkelAtelier, nomFichierSkelAtelier, laScene) { BABYLON.SceneLoader.ImportMesh(nomSkelAtelier, chemVersFichierSkelAtelier, nomFichierSkelAtelier, laScene, function (newMeshesSkel, particleSystems, skeletons) { var dude = newMeshesSkel[0]; //dude.rotation.y = Math.PI; dude.position = new BABYLON.Vector3(0, 0, 10); } ); } parameters values : - nomSkelAtelier = 'Armature_Striker_AZ_9' - chemVersFichierSkelAtelier = '../Scripts/Bll_IFC/Mesh/MeshSkelette/' - nomFichierSkelAtelier = 'Striker_AZ_9.babylon' - lascene = the scene loaded before I specify that : - the scene.babylon file and the skeleton.babylon file aren't in the same folder. - the exporter for Blender was the version 5.5 - the version of Blender is 2.79 And here the consol log when i click to the button which call the import skeleton function: How can I fix it ? I try to finish a game fight robot and import skeleton is the main part of the game .... Thanks !
  12. Hi gryff, Thanks very much for your post, after test, your solution is available (of course) ... But honestly, I think it is more painful than before so I'll keep the version 2.2 of Babylon Js to continue my project until the exporter is repaired. Thanks again, you rock!
  13. Fortunately, I have the previous version of Babylon V2.2 with an Exporter compatible for Blender 2.76. Hope this help
  14. I specify that the bug is on objects without skeleton...help or suggestion will be really appreciated, I would like make demo as soon as animations will be finished...