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Everything posted by JCPalmer

  1. Blender also has a use flat shading & cast shadows custom properties. Might want to do these, if wanted. Now avoid going back to edit the InstancedMesh class, I believe.
  2. If you referring to me, the quick answer to your question is: absolutely unknown. I am saying you control the output, forget about the order of the input. For depth first output you probably want have a script like: (did not test, if JS does not support recursion never mind) function printMeshTree(parentMesh, allMeshes){ // do whatever to produce output for parent mesh for (var i = 0; i < allMeshes.length; i++) { if (allMeshes.parent == parentMesh){ printMeshTree(allMeshes, allMeshes); } } } function main(){ var nMeshes = scene.meshes.length; for (var i = 0; i < nMeshes; i++) { if (scene.meshes.parent == null){ printMeshTree(scene.meshes, scene.meshes); } } } edit: forgot method was printMeshTree, not printMesh when calling
  3. I think you are better off loading the .babylon file, then interogate the scene.meshes array or any other member with a javascript. Each Mesh object has a parent member (actually from super class Node). You can order your output in any heirarchy you want. This order you observe may is not manditory as far as I can tell. Coming from blender the meshes are written in the order the Blender python API lists them. I think Blender lists things in order of creation.
  4. Technically I do not see that there is a limit, since the python script breaks large blender meshes into multiple babylon meshes with ones after the first forced parented to the first. Noticed side effects of parenting as opposed to s single babylon mesh though. First is if you move, position, parent mesh in code after all the kids do not move as well. Also not sure if problems will result from a multi-mesh with armature.