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Found 329 results

  1. Hi everyone! I have trouble to get what I want with the blender exporter. I have a mesh with a material containing two textures, a standard image texture and a lightmap created with blender. I have two sets of UVs, one for the basic texture and one for the lightmap. When I export my scene, a new texture is baked and applied, but I don't need it, I already have my lightmaps. What am I doing wrong? Is where a way to keep the exporter from baking? Thx all!
  2. Hey everyone, I'm encountering a problem with the blender exporter. It's crashing 100% of the time while exporting (although almost always finishes exporting the whole scene with its materials). I'm using the latest 4.4.1 blender exporter and 2.76b blender on a mac. I'm attaching my export log if it's any help. Is there a way to get the blender log, if it would be more helpful? Really looking forward to the help as this problem has been driving me crazy (always having to reopen the blender file when I want to continue working after the export). Exporter version: 4.4.1, Blender version: 2.76 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false flat shading entire scene: false inline textures: false texture directory: /**REMOVED**/ Python World class constructor completed processing begun of mesh: Glass_Dark processing begun of baked material: Glass_Dark Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 51 num normals : 51 num uvs : 102 num uvs2 : 0 num colors : 0 num indices : 60 processing begun of mesh: Lamp_Mesh_4 processing begun of baked material: Lamp_Mesh_4 Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 371 num normals : 371 num uvs : 742 num uvs2 : 0 num colors : 0 num indices : 684 processing begun of mesh: Door_Room2 processing begun of Standard material: Door_Room2_Material num positions : 20 num normals : 20 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 108 processing begun of mesh: Roof processing begun of baked material: Roof Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of camera (FreeCamera): Camera processing begun of mesh: Walls processing begun of baked material: Walls Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 952 num normals : 952 num uvs : 1904 num uvs2 : 0 num colors : 0 num indices : 1644 processing begun of mesh: Floor processing begun of baked material: Floor Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Door_Bathroom processing begun of baked material: Door_Bathroom Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 79 num normals : 79 num uvs : 158 num uvs2 : 0 num colors : 0 num indices : 102 processing begun of mesh: Door_Outside processing begun of Standard material: Door_Outside_Material num positions : 18 num normals : 18 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 102 processing begun of mesh: Window_Big processing begun of baked material: Window_Big Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 73 num normals : 73 num uvs : 146 num uvs2 : 0 num colors : 0 num indices : 96 processing begun of mesh: Window_Small processing begun of baked material: Window_Small Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 71 num normals : 71 num uvs : 142 num uvs2 : 0 num colors : 0 num indices : 96 processing begun of mesh: Door_Room1 processing begun of Standard material: Door_Room1_Material num positions : 18 num normals : 18 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 102 processing begun of mesh: Window_Medium processing begun of Standard material: Window_Medium_Material num positions : 16 num normals : 16 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 96 processing begun of mesh: Small_Window processing begun of baked material: Small_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 147 num normals : 147 num uvs : 294 num uvs2 : 0 num colors : 0 num indices : 204 processing begun of mesh: Big_Window processing begun of baked material: Big_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 355 num normals : 355 num uvs : 710 num uvs2 : 0 num colors : 0 num indices : 480 processing begun of mesh: Medium_Window processing begun of baked material: Medium_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 149 num normals : 149 num uvs : 298 num uvs2 : 0 num colors : 0 num indices : 204 processing begun of mesh: Lamp_Mesh_3 processing begun of baked material: Lamp_Mesh_3 Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 581 num normals : 581 num uvs : 1162 num uvs2 : 0 num colors : 0 num indices : 684 processing begun of mesh: Glass_Window processing begun of baked material: Glass_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 124 num normals : 124 num uvs : 248 num uvs2 : 0 num colors : 0 num indices : 144 WARNING: The following lamp not visible in scene thus ignored: Spot_Hall WARNING: The following lamp not visible in scene thus ignored: Area WARNING: The following lamp not visible in scene thus ignored: Lamp WARNING: The following lamp not visible in scene thus ignored: Spot_Bathroom ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= elapsed time: 0 min, 55.0042 secs
  3. Hey So i'm trying to make a character for my game i'm making and i wanted to have things like armor, hats, etc... so i'm guessing i need multiple meshes that i can attach to the parent and change parts when needed. but I'm having problems with animation when exporting from blender. here are three attempts i had: PLAYGROUND here are my 3 models in action (none of them are working) http://www.babylonjs-playground.com/#TX3FX#0 BLENDER FILES this model has no bones just 3 cubes each cube parented to the cube under it and pivot point has been moved to the bottom of the cube and the animation is simple rotating that object 1: https://dl.dropboxusercontent.com/u/64938148/no_bones_animation.blend this model has 3 bones and 3 cubes each cube is attached to each bone then the bone is animated 2: https://dl.dropboxusercontent.com/u/64938148/bones_animation.blend this model has 3 bones and 3 cubes and the 3 cubes are attached to the armature with automatic weights 3: https://dl.dropboxusercontent.com/u/64938148/bones_animation_weights.blend I'm open to all suggestions i'm just trying to find a easy way to have multiple objects all animate together as if they where 1 model that way i can easy change parts as armor is equipped or unequipped and just for fun here are some images of my game so far
  4. Updated Blender exporters have been released introducing Blender Actions support via AnimationRanges. The documentation has been updated, here. Below are excerpts, as screen prints since markdown does not display here very well. As far as any known future plans, Tower Of Babel is probably going to drop Typescript file generation. I put that in a while back, and now think it would be simpler to always generate a '.js' and a '.d.ts', then giving the user a choice of a '.js' and / or a '.ts' file. Up until now, most of my use of the exporter has been testing upgrades to it. I have not been using the typescript output during testing, cause it is an extra step. I think as soon as the QueuedInterpolation extension is done, my game production will begin, and do not see much further changes needed. Anyone else can add whatever they want, and possibly PR it, of course
  5. Hi, I am working on some models created in MagicaVoxel and imported into Blender. I am trying to export the model facing a specific rotation so that when I export it from Blender to BabylonJS, it is displayed with the correct rotation. For some reason, regardless of what I set in Blender on the model, I always get the same orientation in BabylonJS. I would like to know if it is possible to have the orientation of the model show up correctly in BabylonJS? Can I view Blender's model with Y being Z so that I can be sure that when I export, it will display correctly in BabylonJS? I am hoping this is something simple that I am simply not understanding in Blender.
  6. Hello fellow BabylonJS users, I'm currently using babylon to put some product visualizations on the web, but today I ran into a problem that I didn't find to be documented anywhere. I got a poly-reduced CAD-data rip with custom vertex normals, in Blender everything looks nice and smooth, but when I export to babylon, all those data seemsto be lost. Do you have any idea how to fix this? I'll attach an image, showing the dataloss. Have a nice day, J
  7. so i've blown the last few days, so i thought, perfecting the MH->blender->makewalk->babylon sequence.... The main question gets messy and confusing, but first i'll try to explain what i'm doing so far. I've got my animations figured out, and i've extracted them on a bone by bone basis.... I've then applied them pragmatically to other [model].babylon that share the same bone structure... working well! Although --- i have questions on this, there must be a better way to do this. not the main issue I thought i was golden, animations play pretty well.... until i got to moving meshes... for hours i was puzzled trying to figure out why avi's were not moving, until i realized just the eyes were moving... further research led me to realize that the whole "parent" structure was missing so my main question is.... what IS the correct parent->child structure for an imported mesh? Is is something i can reconstruct pragmatically? or do i need to go fix somethign in blender? (ultimately the .babylon files will go away, as customization will be saved in serialized objects... but not quite there yet) as a secondary question... is there a better way to deal with these animations? for example... several different imported meshes (with the same bone structure of course) will share the same animations... I've been toying with an animation serializer / deserializer, but i dont quite have that working yet.
  8. I made a New Year's resolution to improve my skills with Blender - specifically the Materials Node Editor (AKA Node Editor). So I went looking for some video tutorials, and quite by accident found some tutorials by Michael McCann of the Wayward Art Co. Specifically a couple of tutorials on the creation of an old house. The modelling techniques used for the house are very good - but it was the use of the Node Editor that attracted me. In particular, the "mini-tut" he has in the middle of part 2 of the two part series about using the Node Editor. Anyway, I was also attracted to the house model and the final result - so I wondered about how it might fit in with BJS. Michael has the model available for download - so I tested it. Here is the first result: Old Victorian House The model I got from Michael has 4 textures for the house - diffuse, normal, specular, and shadow. However, each textures is extremely large (5000+ x 5000+) - a massive download. So for this initial test, I'm just using a diffuse texture reduced to 2048 x 2048. I well add the other textures and experiment with sizing them. But I doubt the will ever be mobile friendly I text chatted with Michael and he gave me permission to use his model. I explained it was all done with babylon.js - he thought it might have been Blend4Web. Anyway, this is my way of saying thank you to Michael McCann for the info I picked up about using the Blender Node Editor from several of his tutorials. cheers, gryff EDIT - yes I know it does not have all the bells and whistles of the Michel Rousseau "Mansion" - but I like it ;-) EDIT2: Due to changes that DropBox has made as of October 3rd 2016, - I had to change the link above to my GitHub site (Oct 8th 2016). Works fine now.
  9. Hi, I'm very new to babylon.js. But I have a lot of experience with Blender and worked with other 3D Engines like Unity3D. I try to get a bone driven animation from Blender working in babylon.js. It works but it seems that the last keyframe of the animation used as the restpose for the animation, which gives totaly wrong results. Has this happen to anyone else? What can cause this behavior? Best, Fabian
  10. Hi all, First post here. Hello! I have some complex models I want to export to babylon, but seems that I made the exporter crash. These models are using a couple of textures both plugged to color channel, using different UV sets for each one and multiplying one to the other by blend mode. This is, the typical set of baked lights texture multiplying a color texture. When I try to export them, the exporter crashes. This is the output: Traceback (most recent call last): File "/home/jcarrasco/.config/blender/2.76/scripts/addons/io_export_babylon.py", line 294, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "/home/jcarrasco/.config/blender/2.76/scripts/addons/io_export_babylon.py", line 700, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "/home/jcarrasco/.config/blender/2.76/scripts/addons/io_export_babylon.py", line 1991, in __init__ self.bake('diffuseTexture', 'DIFFUSE_COLOR', 'TEXTURE', image, mesh, uv, exporter, recipe) File "/home/jcarrasco/.config/blender/2.76/scripts/addons/io_export_babylon.py", line 2025, in bake self.bakeInternal(internal_type, image, uv) File "/home/jcarrasco/.config/blender/2.76/scripts/addons/io_export_babylon.py", line 2030, in bakeInternal Main.log('Internal baking texture, type: ' + bake_type + ', mapped using: ' + uv.name, 3)UnicodeDecodeError: 'utf-8' codec can't decode byte 0x80 in position 0: invalid start byte As far as I can see, there seems like the exporter is trying to bake this texture combination into a single one. Anyone has stepped into this problem before? Appart from the crash, Anyone know a working method to do this? Thanks in advance
  11. Hello guys, I'm currently working with blender (noob here) and trying to make a glowing objects, I finally created one by using Emission from Cycle Render. Please Click here for the image But when I exported it to .babylon file and render it on my browser / nodewebkit, I only got this: Please Click here for the image Could someone explain to me the proper process of exporting of an emitting objects on BabylonJS? Thanks
  12. Hey, I must apologize for asking so much or in such large scale. but there's some stuff that wont just "click". I do not ask u to tell me precisely how to do but more like how its done in theory. I'll try to categorize the subjects with numbers or something to make the questions more easy to answer. 1. first things first. I'v read something that i cant use "actions" from blender. how i should make the skeletal animations then? in one big animation that contains all the animations for Walking, running and idle ect. and somehow using the frames of specific range in babylon.js? 2. Then how about the gearing and character customization? I know that i could place the sword for example by appending it to bone or something, but how about clothing and character hair; do i create the clothes as objects in blender and then display the wanted item or change texture? 3. does anyone know a good page to read about these? =) - Thanks, eljuko
  13. Hi all I'm after a little advice. I want to create animated characters in C4D for import into BabylonJS. The workflow I expected is C4D rigged character, bake animation to keframed PLA, export to blender via DAE or FBX ensuring "export animation" is checked, convert to .babylon and boom, bobs your uncle Except it doesn't work. I can't get the PLA into Blender and judging by the contents of the DAE C4D isn't exporting it. I'm using C4D R16 Studio and Blender 2.71 Any advice or hints gratefully received! thanks Paul
  14. We have perfect solution to import blender meshes to babylon scene. But is there any solutions to make reverse export?? I generate some meshes in babylon and want to export them to blender for some editing. How can i do this?
  15. Hey there, after updating to the newest version of the blender exporter (3.0.4), meshes, that were set to be rendered smooth before have started ignoring that setting all together, when exported to babylon.js (screenshot attached). Can this be due to a bug in the exporter? Thank you for your time, Ben
  16. the readme in the blender exporter says that it exports emissive color and emissive texture. what material properties do you set in blender? shading > emit didn't seem to work.
  17. Hey guys, I have made a basic scene in blender with some lights and textures. I have set the shading to FLAT in blender however the scene in babylonjs is smooth, I know for individual meshes I can use the convertToFlatShadedMesh() function but that doesn't seem to work on a scene object. My question is, is there a way to make the whole scene use flat shading? I don't want the scene to be smooth shaded and I cant find a way to set this in the scene api.
  18. If only this were just a texture. http://www.reynantemartinez.com/separation-anxiety.html There are also Tutorials & Articles on this site, so thought someone might benefit. I know I need to use Blender better. BTW, could you make a texture that was clear in spots, & when curved around a mesh, let you see all the way though?
  19. Hi! I successful rigged and animated a model in Blender and exported it to .babylon format. After loading and running everything, the results is not what I expected. A running demo here on plunker (press run to start, and detach a window to be able to move). It should be a single step where all of the parts hold together (as it can be seen in Blender). I also attached a Blender file for example above. After experimenting a bit I'd say that the problem lies in inverse kinematics, but can't confirm that. Has anyone experienced such problem? What causes it and the way to solve it? Thanks! Robot.zip
  20. We are proud to announce a new release of Blend4Web, an open source framework for creating interactive 3D web content. In this release you'll find: new features in the project manager, new logic nodes, improved anti-aliasing and support for textures of any size. More features are here! You can see some new demos demonstrated new features in release article.
  21. Would somebody mind helping me out with this? I have a blend file with one mesh, one skeleton and one 23 frame animation . The animation ( a run animation) works perfectly fine in blender but when I export it and try to run in babylon it is completely messed up. Attached are the blend file and babylonjs files. Thanks run_animation.zip
  22. In the attached blender and babylon file. I tried to use inline textures to export a car sitting on a ground plane (PNG) which is 1416 x 2832 pixels (we need a large detailed ground plane). But if I am reading the export log properly, the car textures were exported, but not the ground plane. I also do not see a ground plane. I set an emission for the ground plane, and have a bright sun that lights up the car, but the ground plane is missing. Enclosed is a screen shot of what it looks like in Blender. Exporter version: 3.0.4, Blender version: 2.75 (sub 0)========= Conversion from Blender to Babylon.js ========= Python World class constructor completed processing begun of mesh: Plane processing begun of Standard material: mcity Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "UVMap" num positions : 6 num normals : 6 num uvs : 12 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of node: Full Car processing begun of mesh: Car_Red processing begun of Standard material: CarTexture.002 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "CarBody" processing begun of Standard material: WhiteStripe.002 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "CarBody" processing begun of Standard material: Windows.002 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "CarBody" processing begun of Standard material: RearWindow.002 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "CarBody" processing begun of Standard material: WindShield.002 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "CarBody" processing begun of multimaterial: m_city.Multimaterial#0 num positions : 5220 num normals : 5220 num uvs : 10440 num uvs2 : 0 num colors : 0 num indices : 5220 processing begun of mesh: TireFD processing begun of Standard material: Material.009 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "UVTex" num positions : 240 num normals : 240 num uvs : 480 num uvs2 : 0 num colors : 0 num indices : 240 processing begun of mesh: TireFP processing begun of Standard material: Material.010 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "UVTex" num positions : 240 num normals : 240 num uvs : 480 num uvs2 : 0 num colors : 0 num indices : 240 processing begun of mesh: TireRD processing begun of Standard material: Material.011 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "UVTex" num positions : 240 num normals : 240 num uvs : 480 num uvs2 : 0 num colors : 0 num indices : 240 processing begun of mesh: TireRP processing begun of Standard material: Material.012 Diffuse texture found Image texture found, type: diffuseTexture, mapped using: "UVTex" num positions : 240 num normals : 240 num uvs : 480 num uvs2 : 0 num colors : 0 num indices : 240 processing begun of camera (FreeCamera): Camera processing begun of light (SUN): Lamp========= Writing of scene file started ================== Writing of scene file completed ================== end of processing =========elapsed time: 0 min, 0.38 secsbug.zip
  23. Hi everyone, I'm just a newbie exploring the possibilities with babylon.js. I have gone through simple tutorials and managed to create some shapes, explored the light and camera options. Then I wanted to insert more complicated things in my scene and downloaded blender for creating those scenes. As it turns out blender was a little bit complicated for me to create something sophisticated so I searched for models created by other users. I found this soccer stadium model: http://www.blendswap.com/blends/view/62667 , and thought it would be great playground for my little shapes to move around. I tried to export the scene as it is to .babylon file using the babylon exporter for blender but there was some problems with the windows of the stadium. I couldn't find a way around to make it work with windows, so I removed the window layers from the scene and exported .babylon file this time. But the scene on babylon didn't look like the images that are rendered in the blender. This might be a stupid expectation since I don't know too much about this stuff. But I think there should be a way to accomplish this. Then I found out that I'm getting the openGL rendered version of the scene rather than full render. Difference is as follows: OpenGL: full render: Is there any possible way to export the scene as it looks like the full render option? Thanks.
  24. I have successfully created a scene and imported it, which shows up on my localhost, but when I put it on a live server (http://www.cosmiqcloud.com/webgl), I get an endless loading screen and this error in the console in Chrome: Uncaught SyntaxError: Unexpected token , e.SceneLoader.RegisterPlugin.load @ babylon.js:17u @ babylon.js:17e.onreadystatechange @ babylon.js:4 And this error in Firefox: SyntaxError: JSON.parse: unexpected non-whitespace character after JSON data at line 454 column 23 of the JSON data babylon.js:16:26015 Here is the code for the app <!DOCTYPE html><head> <title>3D Real Estate Application | Babylon.js version</title> <script src="http://cdn.babylonjs.com/2-1/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> window.addEventListener('DOMContentLoaded', function(){ // get the canvas DOM element var canvas = document.getElementById('renderCanvas'); // load the 3D engine var engine = new BABYLON.Engine(canvas, true); // createScene function that creates and return the scene var createScene = function(){ // create a basic BJS Scene object var scene = new BABYLON.Scene(engine); scene.clearColor = new BABYLON.Color3(.25, .181, .240); // create a FreeCamera, and set its position to (x:0, y:5, z:-10) var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 0,13), scene); // target the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // attach the camera to the canvas camera.attachControl(canvas, false);BABYLON.SceneLoader.Load("", "realestate.babylon", engine, function(newScene){ if (!newScene.activeCamera) { newScene.activeCamera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(3, 2,0), newScene); } newScene.executeWhenReady(function() { newScene.activeCamera.attachControl(canvas); // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { newScene.render(); }); }); }); // return the created scene return scene; }; // call the createScene function var scene = createScene(); // run the render loop engine.runRenderLoop(function(){ scene.render(); }); // the canvas/window resize event handler window.addEventListener('resize', function(){ engine.resize(); }); }); </script></body></html>I have also attached a screenshot of what is supposed to appear in the browser. I wanted to make sure it wasn't something in my code that is causing this. Thank you for your help.
  25. Hi everyone, I get this malformed json error in firefox models are showing up fine though, - anyone knows what can cause this ? - also the exporter exports only one file but the blender sample from the repository has many additional files (blender.Cube.babylonmeshdata, blender.incremental.babylon...) here is the file {"autoClear":true,"clearColor":[0.0509,0.0509,0.0509],"ambientColor":[0,0,0],"gravity":[0,-9.81,0],"materials":[{"name":"planets.Material.001","id":"planets.Material.001","ambient":[0.8,0.8,0.8],"diffuse":[0.64,0.64,0.64],"specular":[0,0,0],"emissive":[0,0,0],"specularPower":50,"alpha":1,"backFaceCulling":true,"checkReadyOnlyOnce":true, 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