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  1. We are happy to present Blend4Web 15.04! In this release, you will find shape keys and morphing, Blender's background settings, gamma node, improved annotations and more. Shape Keys Soft transition between geometrical forms (morphing) is a well-known 3D graphics technique, and starting today it works in Blend4Web as well. You can take it for a spin by running the example included in the SDK's Code Snippets. Shape keys demo. The extreme geometrical forms, which are also known as Shape Keys, can easily be created using Blender's native tools. The shape keys will be exported into Blend4Web if you enable the Export Shape Keys option. The option for exporting shape keys. Blend4Web supports all settings applicable to Relative shape keys, including blending using vertex groups and choosing the arbitrary basis key. The shape key drivers can also be used if you prefer. Standard shape key UI. Magenta-colored values indicate that drivers are in use. After loading shape keys, an application can control them using a method from the geometry module, for example: m_geometry.apply_shape_key(my_character, "Waist Height", 0.4); Background Color Based on feedback from our users, we have added support for Blender's world background settings. These settings will be used if you turn it on under the World tab's Blend4Web panel: Enabling the use of sky as a background. The background color can be tweaked by using the Horizon Color and Zenith Color color pickers. We have also implemented all of Blender's other background settings such as Paper Sky, Blend Sky and Real Sky. Background settings. For convenience, you can view the actual background right in the Blender viewport by selecting Display > World Background (this option has been available since Blender 2.73). Optional checkbox to display the background in the viewport. For more ways to change the background, please refer to the manual. Gamma Node Recently, Blend4Web developers added the Gamma node to Blender's node materials. This patch has been included in Blender 2.74, and now you can enjoy using the Gamma node in Blend4Web too. We would recommend replacing the old B4W_LINEAR_TO_SRGB and B4W_SRGB_TO_LINEAR node groups, though they still can be used for gamma correction. Gamma-correct rendering is one of most important components of a good 3D image. Experienced Blend4Web users should take into account that the assets can be stored both in linear and non-linear (sRGB) color spaces. The screenshots below demonstrate typical use-cases of color correction - the unpacking sRGB -> Linear and packing Linear -> sRGB gamma. A typical use-case of the unpacking Gamma node: vertex color is stored in the sRGB space in Blender, yet all math is done in the linear space. A typical use-case of the packing Gamma node: the texture is used as a mask. Masks are essentially values, not colors, and should not be gamma-corrected. Nevertheless, Blender's Texture node always unpacks images. That's why mask textures must be converted back to sRGB. Annotations: Even More Features You can now use whole text files to make annotations. Text can be edited right in Blender's embedded text editor. Then, you simply switch Description Source to File and specify the file name in the Description field. Also, you can now limit the width of the annotation's HTML element (Max Width). Editing a big annotation. We have listened to what our users have said and have implemented dynamic loading and unloading of anchors. We've also added the possibility to hide and unhide them via common API methods or even using the NLA Script - our visual programming tool. Blender Development The Blender development tracker already has six of our patches under review: D810 Support for Environment Lighting settings in the viewport. This would allow our users to see the same lighting in Blender that is seen in Blend4Web. For some reason, these settings currently only work in the Blender render. D846 Smooth Step node implementation would allow smooth transitions of values and colors. Currently, there is a B4W_SMOOTHSTEP node group in Blend4Web which consists of 9 math nodes. The Smooth Step node corresponds to the built-in GLSL function and would allow users to create faster shaders. D909 Support of Cycles' Vector Transform node in the Blender Internal. This node is intended for conversions between different coordinate spaces. Particularly, it would be very useful to convert normals from the camera space (in which Blender works) to the world space. This would allow users to create various view-independent effects in the viewport and hence in Blend4Web too. D923 Support of some Cycles' Geometry node functionality in the Blender Internal. Currently, the Geometry node lacks such important outputs as Incoming, Normal (in the world space), Tangent and others. D1120 Support of Cycles' Normal Map node in the Blender Internal. As you can guess from its name, this node would give the possibility to use normal maps in the viewport, including tangent, object and world spaces. Currently, Blend4Web users are constrained to put normal maps inside extra Material nodes and link them via B4W_REPLACE nodes. D1188 Support of node materials in custom render engines. We have implemented a special profile similar to Blender Game and Cycles Render to bring all Blend4Web-supported features together thereby simplifying life for our users. Unfortunately, the current Blender mechanism does not allow to render node materials in such profiles. This patch would fix this problem. We would appreciate your votes and comments in favor of accepting these patches by Blender devs. You can try all these features in action by downloading the Blender builds from GraphicAll: Linux x64, Windows x64. Other Improvements Skeletal animation is now much easier to work with! Blend4Web now takes into account the relative position of an armature and an object. As a result, you are no longer required to place the armature and the skinned object at the same point and with the same rotation and scale. No more need to precisely position the object and its skeleton. Objects now support independent animation of translation, rotation and scale. You are no longer required to insert keyframes in all channels. The original values of intact channels are now preserved, and can even be modified via API. The Glow effect and all related components has been renamed to Outline. We think this new name better describes highlighting the edges of an object. A little spoiler: "glow" will be used as a name of another interesting effect to be presented in the near future... Optimization, again and again... The Uranium physics engine now consists of two files: uranium.js - the engine code itself, and uranium.js.mem - the memory initialization file. Both files must be placed in the same directory. Thanks to this optimization, the overall size of the code has been decreased by 20% while the physics calculation speed has been improved. Also, the shader compiler has been considerably reworked. Not only has it obtained new possibilities but the performance of node materials has been improved as well. Conclusion Above, you just read about the most prominent results we have achieved this month. The full list of changes, which includes the addition of new API methods and the removal of the deprecated ones, as well as bug fixes, can be found in the release notes. Feel free to leave your comments here on the forums.
  2. Hi, everyone! I'm working on a page made with Babylon and Blender (big scene) but now I want to display it also on phones. What advices can you give me to make the following page compatible for smartphones? Thank you all for your help
  3. Counter Strike's legendary de_dust2 map is now online! Anthro-Media, a Berlin-based studio producing documentaries, research and educational films, demonstrates a nice interactive cachalot model. Australian design studio Character Mill made a mockup of an interactive visualization for Bridgestone - the world's largest manufacturer of tire and rubber products. Shared by James Neale And finally, as it was promised by Google, the latest Chrome 42 disables plug-ins based on the deprecated NPAPI technology. Amazed Java, Unity and Silverlight users still may play their favorite games in Firefox…
  4. I have a .babylon file that's 1.171MB. If I gzip it its only 259KB. I'm wondering if there's a way to work with a gzipped .babylon file. Apparently javascript can unzip files but they remain in memory and can't be saved to disk. Is there another way to work with a compressed file?
  5. Hi. I got a question, why when I import a plane from Blender into babylon I can see one side of the plane and when I move to the other side the plane disappear, how can I fix this? Thanks.
  6. I just want to ask if anyone knows where can I find a tutorial or something similar to make a character move within a stage. I have already made the stage and the character is imported from blender with animation (walking) and I can make him walk but stays in the same place. I tried to follow the advices in: but is advanced for me. Thank you very much.
  7. I'm having a problem regarding meshes that is translated to origin during the process of exporting the Blender scene to Babylon file. To be more specific: In blender I have imported a model of a house. But I want to some modifcations on this. For example am I trying to create a ramp in the stairs to smoothen the movement going upstairs. I have done this by creating a plane witch i place over the stair (and later on make invisible). The plane is placed so the 4 vertexes of the plane intersects the vertexes of the top and bottom stair. In blender it looks perfect, but as I export it to a babylon file and renders it in the browser the plane/ramp has been translated to origin (0,0,0). All other meshes stays where they are suppose to. The plane I have added is the only mesh that is translated to origin. Rotation and scale stays however true to what it is assigned in Blender. Is anyone familiar with this problem, and have a solution to it? Thanks in advance.
  8. hi all, i trying to use the movewithcollision( ) method on mesh which i created by blender, if i use single mesh without using join option in blender its working fine, but when i use two meshes join as one mesh then its not working for eg: if i create one cube in blender then import into scene then collision is working fine, but when i am creating two cube then i join as one using join option, now movewithcollision not working. kindly suggest me how to achieve this..
  9. Hello. Can anybody help me. How can I change the frames per second if I use PlayAnimationAction to play an animation imported from blender? Or if its easier how can I reduce playing time of a blender animation to third before exporting to Babylon? (I can do it manually but the problem is now I have 370 frames) Thanks in advance
  10. I tried to UV map the default scene cube, and apply a texture. I added a texture to the default material of the cube(I think) by following this tut When i export I get this log: Babylon.js Exporter version: 1.7.0, Blender version: 2.72 (sub 0) ========= Conversion from Blender to Babylon.js ========= Python World class constructor completed processing begun of material: cube.Material Diffuse texture found Error encountered processing image file: C:\Users\me\Documents\blends\ground.png, Error: 'C:\\Users\\me\\Documents\\blends\\ground.png' and 'C:\\Users\\me\\Documents\\blends\\ground.png' are the same file WARNING image texture type not recognized: <bpy_struct, MaterialTextureSlot("Tex")>, ignored. processing begun of mesh: Cube num positions : 30 num normals : 30 num uvs : 60 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of camera (FreeCamera): Camera processing begun of light (POINT): Lamp ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= Thank you for any help.
  11. Our team is happy to present a new Blend4Web release! New features include, but not limited to, the development server, social sharing buttons, curves/surfaces/metaballs and spot shadows. Web Player Our standard web player app now has share buttons for Twitter, Facebook, Google+ and VK. The info window now displays the engine version and also shows control gestures when opened on mobile devices. Web player interface on mobile devices. Similar to fallback images, the fallback_video URL parameter has been implemented to replace 3D content when WebGL is not supported. SDK and Development Server The local development server can be run right from Blender! Thanks to this, you are no longer required to weaken browser security. The Development Environment Setup manual section has been rewritten accordingly. Server start button. Another button opens the SDK index page in the default browser. Besides simplifying environment setup, now there is the possibility to auto-open exported scenes in the Scene Viewer (using Run in Viewer export option). The scenes are opened in the default browser of the user's operating system. The Run in Viewer export option will immediately open the exported scene in the Viewer. Moreover, the scene list of the Viewer (assets.json) is now opened upon Blender startup. Thus, it can be easily edited with Blender's native text editor. Editing the scene list in Blender's native text editor. Finally, the Blend4Web-specific nodes now get listed in the node group menu upon Blender startup. No more manual appending from special_nodes.blend! Blend4Web-specific nodes are listed in the menu. As a result of the above-mentioned changes, all operations with scenes can now be performed without even leaving Blender. Spot Shadows Shadows casted by Spot light sources are now correctly projected to make amazing and realistic light and shadow effects possible. Flashlight shadows in a modified scene of the Jungle Outpost tutorial. New Types of Objects Blend4Web now supports procedural Blender objects such as Curves, Surfaces and Metaballs. These objects can be exported without previously being converted to meshes. Galore of procedural objects. Also, now there is the possibility to preserve rotation and scale of billboard objects. This can be helpful to billboard procedural objects such as Text, because Blender's Apply - Location/Rotation/Scale function doesn't work in this case. Additional Improvements Glow outlining, dynamic reflection, anti-aliasing and some post-processing effects now work even if a system doesn't support the WEBGL_depth_texture extension. Qualcomm devices and Internet Explorer, welcome aboard! The Scene Viewer is now capable of making screenshots. Scene Viewer screenshot maker. Rendering-to-texture (RTT) possibilities have been extended even further. Particularly, the same scene can be rendered into different textures. Also, scenes can now be nested to any level, just like matryoshka dolls. Support for the Clamp option has been implemented for the MATH and MIX_RGB nodes. Blend4Web devs added this functionality to Blender 2.73 recently. We have done many other improvements and bug fixes, the comprehensive list of which can be found in the release notes.
  12. Hi, I am trying to export a hollow cylinder mesh from Blender and when I import it into Babylon.js, the cylinder is no longer acts hollow? Does the exporter support hollow meshes? Or is this a bounding box issue? Can I remove the bounding box? Thanks, rolz
  13. Hi guys, I want to bump this topic since nobody answered it yet. I tried to implement matrix interpolation, which led to the problem described here: The interpolation itself worked, but we got some weird inverted normals in some models. Since blender exporter only exports key matrices, we can't interpolate these animations. This means we have to create as many keyframes as the frames per second in babylon.js. An animation with 3 keyframes has to be blown up to 60 keyframes if the framerate equals 60 fps. I don't know which operation in my code led to inverted normals, I encountered a strange exported scaling from the Blender exporter as I described in the other thread. Deltakosh was right when he wrote, the animations without interpolations worked. But my question regarding the negative scaling at z axis is still unanswered. Do we know anyone who knows the Blender exporter and could tell us where the -1 z scaling comes from? Maybe I'm wrong in my interpretation of this value, though. Could someone with deeper knowledge of matrices clarify this? :-) Looking forward to hear from you guys. For reference My original thread regarding this issue: My assumption regarding matrix interpolation and the scale values:
  14. Hi. I was wondering how can I export a mesh (curtains) from Blender to Babylon with no reflection at all, because when I do it (with or without lights) in Babylon looks like metal because of shine and thats an error Im trying to solve. Can anybody help me? Thanks.
  15. Hello. I have some problems when I want to export a simple scenario with an animation of a door closing and opening from Blender to Babylon, when I exported the door does not move, part of the door is distorted and the whole scene is with low light. Someone can help me have successfully exported my scenario? Here is my .blend file:!yJlBSJQJ!F2pP-UU3iB1gJ5XD-UDO42fuc6NUXUsbn1on5ELrTzY This is the code I use to import babylon: <!DOCTYPE html><html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Door</title> <!-- Babylon.js --> <script src="js/hand.minified-1.2.js"></script> <script src="js/cannon.js"></script> <script src="js/oimo.js"></script> <script src="js/babylon.js"></script> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); //SKYBOX var skybox = BABYLON.Mesh.CreateBox("skyBox", 1000.0, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("skybox/skybox", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skybox.material = skyboxMaterial; //CAMERA var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); scene.activeCamera = camera; scene.activeCamera.attachControl(canvas); scene.activeCamera.keysUp.push(87); // W scene.activeCamera.keysLeft.push(65); // A scene.activeCamera.keysDown.push(83); // S scene.activeCamera.keysRight.push(68); // D camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; BABYLON.SceneLoader.ImportMesh("", "THE FOLDER WITH .BABYLON/", "MYBABYLONNAME.babylon", scene, function (newMeshes) { = newMeshes[0]; }); camera.speed = 1; camera.maxZ = -250; return scene; }; var scene = createScene(); engine.runRenderLoop(function () { scene.render(); }); window.addEventListener("resize", function () { engine.resize(); }); </script></body></html>Sorry if the solution is obvious, I have not much experience with babylon. Thank you very much to all.
  16. Hello, First I want to say that I really love Babylon.js. It has made learning WebGL and 3D graphics much much easier. I have two questions regarding imported meshes. I have managed to import and load a mesh I created in Blender, however, the mesh itself only seems to appear in Chrome and IE. It doesn't appear in Firefox at all. When I look at the console, I get this error: babylon.js:3 BJS - [09:46:46]: Valid manifest file not found. Failed to load resource: the server responded with a status of 404 Scene & textures will be loaded directly from the web server. I wanted to make sure this wasn't something in my code and I am not really sure what a manifest file is. My second question is: How do I make the imported mesh reflect on a mirrored surface? Any insight you can give would be very helpful. Thank you. My code is below and here is the link to the live demo is <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); // Setup environment var light = new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3(10, -20, 0), scene); light.position = new BABYLON.Vector3(-160, 240, 1); light.diffuse = new BABYLON.Color3(1, 1, 1); light.specular = new BABYLON.Color3(1, 1, 1); light.intensity = 0.7; var omnilight = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 1, 60), scene); omnilight.position = new BABYLON.Vector3(0, 35, 310); omnilight.diffuse = new BABYLON.Color3(1, 1, 1); omnilight.specular = new BABYLON.Color3(1, 1, 1); omnilight.intensity = 1.9; var camera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(25, 0, -170), scene); //var camera = new BABYLON.ArcRotateCamera("Camera", 3 * Math.PI / 2, Math.PI / 8, 50, BABYLON.Vector3.Zero(), scene); scene.activeCamera.attachControl(canvas, true); camera.checkCollisions = true; camera.applyGravity = true; camera.ellipsoid = new BABYLON.Vector3(2, 2, 2); //Physics scene.enablePhysics(); scene.setGravity(new BABYLON.Vector3(0, -60, 0)); scene.collisionsEnabled = true; // Meshes var sphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 16.0, 20.0, scene); sphere2.position.x = 0; sphere2.position.y = 4; sphere2.material = new BABYLON.StandardMaterial("texture1", scene); sphere2.material.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); sphere2.setPhysicsState({impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 1, friction: 30, restitution: 2.0}); sphere2.checkCollisions = true; sphere2.material.alpha = .5; var sphere3 = BABYLON.Mesh.CreateSphere("Sphere2", 16.0, 70.0, scene); sphere3.position.x = 187; sphere3.position.y = 35; sphere3.position.z = 150; sphere3.material = new BABYLON.StandardMaterial("texture1", scene); sphere3.material.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); //sphere3.setPhysicsState({impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 1, friction: 30, restitution: 0.0}); sphere3.checkCollisions = true; var knot = BABYLON.Mesh.CreateTorusKnot("knot", 7, 2, 128, 64, 2, 3, scene); knot.position = new BABYLON.Vector3(-19, 10, 16); //knot.setPhysicsState({impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 1, friction: 30, restitution: 1.0}); knot.checkCollisions = true; knot.material = new BABYLON.StandardMaterial("texture3", scene); knot.material.diffuseColor = new BABYLON.Color3(1, .634, .7); knot.material.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); //Animations var animationKnot = new BABYLON.Animation("myAnimation", "rotation.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); // An array with all animation keys var keys = []; keys.push({ frame: 0, value: 4 }); keys.push({ frame: 20, value: 8 }); keys.push({ frame: 100, value: 7 }); keys.push({ frame: 360, value: 5 }); keys.push({ frame: 460, value: 1 }); animationKnot.setKeys(keys); knot.animations.push(animationKnot); scene.beginAnimation(knot, 0, 100, true); //Imported mesh var cosmiqLogo = BABYLON.SceneLoader.ImportMesh("Cosmiq Logo", "", "cosmiqlogo2.babylon", scene, function (newMeshes) { // imported mesh attributes cosmiqLogo = newMeshes[0]; cosmiqLogo.position.y = 54; cosmiqLogo.position.z = 320; cosmiqLogo.scaling.x = 14.2; cosmiqLogo.scaling.y = 14.2; cosmiqLogo.scaling.z = 14.2; cosmiqLogo.material = videoMat; cosmiqLogo.emissiveColor = new BABYLON.Color3(1, 1, 1); cosmiqLogo.ambientColor = new BABYLON.Color3(1, 0.2, 0.7); }); //Skybox var skybox = BABYLON.Mesh.CreateBox("skyBox", 10000.0, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skybox.infiniteDistance = true; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skybox.material = skyboxMaterial; //Video material var videoMat = new BABYLON.StandardMaterial("textVid", scene); videoMat.diffuseTexture = new BABYLON.VideoTexture("video", ["textures/alien_ocean.mp4"], 256, scene, false); videoMat.backFaceCulling = false; // Ground var plane = BABYLON.Mesh.CreateBox("box", 6.0, scene); plane.position.y = -10; plane.scaling.x = 240; plane.scaling.z = 240; plane.setPhysicsState({impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 0, friction: 300, restitution: 1.5}); plane.checkCollisions = true; // Materials var simpleMaterial = new BABYLON.StandardMaterial("texture2", scene); simpleMaterial.diffuseColor = new BABYLON.Color3(1, 0, 0);//Red //Creation of a mirror material var mirrorMaterial = new BABYLON.StandardMaterial("texture4", scene); mirrorMaterial.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4); mirrorMaterial.reflectionTexture = new BABYLON.MirrorTexture("mirror", 1024, scene, true); mirrorMaterial.reflectionTexture.mirrorPlane = new BABYLON.Plane(0, -1.0, 0, -10.0); mirrorMaterial.reflectionTexture.renderList = [sphere2, skybox, knot, sphere3, cosmiqLogo]; mirrorMaterial.reflectionTexture.level = 0.6; //Sphere meshes sphere2.subMeshes = []; var verticesCount = sphere2.getTotalVertices(); sphere2.subMeshes.push(new BABYLON.SubMesh(0, 0, verticesCount, 0, 900, sphere2)); sphere2.subMeshes.push(new BABYLON.SubMesh(1, 0, verticesCount, 900, 900, sphere2)); sphere2.subMeshes.push(new BABYLON.SubMesh(2, 0, verticesCount, 1800, 2088, sphere2)); //Applying materials plane.material = mirrorMaterial; //Music // Load the sound and play it automatically once ready var music = new BABYLON.Sound("Music", "Beautiful.mp3", scene, function () { // Sound has been downloaded & decoded; }); return scene; } var scene = createScene(); engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); }); </script>
  17. Hi, I have a problem when I try to export some models (stairs) from blender to babylon, they got upside down. Is there any way to fix the location? Sorry if this is too basic, Im a babylon rookie. Thanks.
  18. Hi i made a character, Bob. How can i solve to Bob can hit the vase? scr+blend file <-- Link
  19. Hi eveyone. I cannot add the blender-babylon exporter, have the same problem showed here: I did everything thay said in diferent versions (2.67, 2.68, 2.72, 2.73 - x86) but the exporter never appears in the import-export menu. I think Im making a mistake downloading from github, can anybody tell me the right steps for downloading from: Ps: I also followed the steps in: Thank you all.
  20. Hi, Still learning how to use Blender but I can't figure out how to add this Babylon exporter/importer for Blender (version 2.6.7). I followed the instruction and put the .py file under \blender\2.67\scripts\addons\ . Restarted the program and all. I still cannot see the Import/export Babylon.js under the Preferences / import&export list. I have also tried to install it from the file but nothing happens. I'm not getting an error or anything. Any ideas what I'm doing wrong? Br, karpo
  21. Hey folks, once again a got a (newbie) question. I made a mesh in Blender, pretty much my first real try, so please don't laugh too hard The Problem is that it consists of 3 meshes: body, face and eyes and if i place the face as submesh (and the eyes as submesh of face). I end up getting the wrong position for the submehes when I load the main mesh in my Babylon scene. (zoom out a bit and u see the black face and the blue eyes above the body) So... what am I doing wrong? (Hints for better modeling are greatly appreciated as well ) PS: I tried to attach the files I used (babylon and blend, alternatively rar with both of them in it) and always got this: bobbin.babylonYou aren't permitted to upload this kind of filebobbin.blendYou aren't permitted to upload this kind of filebobbin.rarYou aren't permitted to upload this kind of file Am I allowed to upload at all? And if so. what am I allowed to upload?
  22. Hi all, My context: I have to load different meshes (not a complete scene) from different babylon files, without lights, and then I assemble them in one scene. Some of the babylon files come from Blender and others from .obj conversion. All my meshes from .obj should cast shadows. But I'd like to get "cast shadows" information from Blender files, since Blender meshes could, or could not, cast shadows. The shadow generator is defined independently in the code. I also have to say that I'm both new to Babylon and Blender. Yes, I'm looking for trouble I've made three hypothesis... H1/ complete Blender meshes "cast shadow" export I've noticed a "cast shadow" check box in Blender mesh Babylon properties but nothing seems to be exported. To fix this I've added this line in # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - def to_scene_file(self, file_handler, meshesAndNodes): file_handler.write('{') write_string(file_handler, 'name',, True) write_string(file_handler, 'id', if hasattr(self, 'parentId'): write_string(file_handler, 'parentId', self.parentId) if hasattr(self, 'materialId'): write_string(file_handler, 'materialId', self.materialId) write_int(file_handler, 'billboardMode', self.billboardMode) write_vector(file_handler, 'position', self.position) write_vector(file_handler, 'rotation', self.rotation) write_vector(file_handler, 'scaling', self.scaling) write_bool(file_handler, 'isVisible', self.isVisible) write_bool(file_handler, 'isEnabled', self.isEnabled) write_bool(file_handler, 'useFlatShading', self.useFlatShading) write_bool(file_handler, 'checkCollisions', self.checkCollisions) write_bool(file_handler, 'castShadows', self.castShadows) # added line write_bool(file_handler, 'receiveShadows', self.receiveShadows) OK, now I have a complete .babylon file, but the problem is the property is not read by babylon at import... If I'm not mistaken I saw nothing in babylonFileLoader class to read this. This is easy to fix but would add a new shadow mesh property independent of shadowGenerator. This is not nice... H2/ work with materials ... and then, I've saw there is already a standard "cast" checkbox in shadow section of Blender Materials. This seems logical, and so I'd like to get back this information in babylon. I see some advantages: - I use standard Blender properties - I do not have to duplicate information between Blender material and meshes, with risk of errors Once again it's easy to export the information: first, add this line class Material: def __init__(self, material, scene, filepath): = BabylonExporter.nameSpace + '.' + BabylonExporter.log('processing begun of material: ' + self.ambient = material.ambient * material.diffuse_color self.diffuse = material.diffuse_intensity * material.diffuse_color self.specular = material.specular_intensity * material.specular_color self.emissive = material.emit * material.diffuse_color self.specularPower = material.specular_hardness self.alpha = material.alpha self.backFaceCulling = material.game_settings.use_backface_culling self.castShadows = material.use_cast_shadows # added line and then add this one: # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - def to_scene_file(self, file_handler): file_handler.write('{') write_string(file_handler, 'name',, True) write_string(file_handler, 'id', write_color(file_handler, 'ambient', self.ambient) write_color(file_handler, 'diffuse', self.diffuse) write_color(file_handler, 'specular', self.specular) write_color(file_handler, 'emissive', self.emissive) write_float(file_handler, 'specularPower', self.specularPower) write_float(file_handler, 'alpha', self.alpha) write_bool(file_handler, 'backFaceCulling', self.backFaceCulling) write_bool(file_handler, 'castShadows', self.castShadows) # added line for texSlot in self.textures: texSlot.to_scene_file(file_handler) file_handler.write('}') But once again I'll have to update babylonFileLoader to read this. Not hard, but at this moment I am not sure at all it is the "philosophy" of Babylon materials to hold this information. H3/ Forget all this and use naming convention to know what to do with casting shadows ! Conclusion: so, before doing anything, I need your opinion Maybe I completely missed the point, but it seems interesting to catch this Blender cast shadow materiel property... Thanks for reading.
  23. hello I have a problem when exporting a character rigging plugin rigify ... when I export and encourage skeleton only works but not when I use rigging rigify be that even babylon plugin does not support it? or is configuration problem? if anyone can help thanks hola tengo un problema al exportar un personaje con rigging rigify plugin... cuando lo exporto y lo animo solo con esqueleto me funciona pero no cuando utilizo rigging rigify sera que aun babylon plugin no lo soporta ? o es problema de configuracion? si alguien puede ayudar gracias rigging rigify!
  24. Hello! I made a model with bones and animation, but when i exported it and checked, it seems like distorted. Anybody now how can i solve that? Thanks in advance. Files! <- deleted becouse solved
  25. Hi Blender Community We have a problem with picking a mesh, i.e. selecting the desired object, and the rendering of certain elements. We have a .3DS file with our design which was originally created by Revit 2014. Since there is no exporter we installed the exporters for Blender version 2.73a and 3D Studio Max 2015. When importing the .3DS file into blender and back to .babylon I am able to successfully select the object via an EventListener by interrogating the PickResult. If we export this same file via 3D Studio Max I am not able to select the active mesh. The pickResult.pickedMesh returns null. I am able to set collisions successfully with both exported files. Is there some setting or something that we need to do to get the 3D Studio Max Exported Version to export a clickable mesh like blender does? In our design there are certain elements which are missing when rendering the object. Or object contains 4 racks, but only the bottom 2 displays. The bottom one is different from the one above. The top one is duplicated in the design as it is the same object and we believe this is why the duplicates are not showing. What can we adjust in the design to make them show?