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Found 333 results

  1. Hi, I try, since yesterday, to start an animation loaded from Blender, but nothing appens. All my scene is loaded from blender. There's camera, lights, walls, a character with its rig, and an animation set for "walk". After reading this tutorial (, I decided to loop manually into scene.meshes to retreive the character, and attach the scene.skeleton[0] to it. I've checked that all vertex groups are ok in Blender, and that each vertex has maximum 4 bones influence (not so easy). The mesh _vertexBuffer has only color, normal and position, but doesn't have matrices weight or matrice indices. Is it the problem ? How can I generate this values ? Is there something to do in Blender to import them automatically ? Here's the light version of my code : <script>var canvas, engine, scene, player;function render(){ scene.render();}window.onload = function(){ canvas = document.getElementById("renderCanvas"); engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("", "testroom.babylon", engine, function (nscene) { scene = nscene; scene.executeWhenReady(function () { for(var i=0,n=scene.meshes.length; i<n; i++) { if(scene.meshes[i].name=="player"){ player = scene.meshes[i]; player.skeleton = scene.skeletons[0]; } } scene.beginAnimation(player.skeleton,0,60,true,1.0); engine.runRenderLoop(render); }); });};</script>Thanks PS: Babylon is really great and has a good render engine. But it could be great to have an API and more examples when building a game from Blender. But well, it's still young and I think it will come after ^^
  2. Hi guys ! On the advice of Gwenael, I write this topic for my question... As the title say it, how can I modify a part or many parts of a mesh imported in Babylon.js linked to a skeleton with an another mesh without bone? An example ? Ok ... I have this mesh in Blender v2.67 : You can see the mesh linked to a skeleton composed of 3 bones... As you see it, the mesh moves with the skeleton... until this, all is ok ^^ ! Now an another mesh like this for example : A basic mesh without animation, nothing to say... So in my Babylon scene, I have this... (after import of my 2 files.babylon of course) And the result that I would like will be anything like this : I saw in tutorial that a skeleton have a bone array and a bone can "access" to his mesh linked...Gwenael talks me about "submeshes" too... but a example made by a competent person like ProfessorF, Gwenael or DeltaKosh will be more evident to understand I think : ) Thanks you for your help. P.S : If anyone want my Blender or Babylon files to go quickly in this research, I will send them.
  3. Hi everyone, First, thanks to Babylon.js!It has many potential! Now, my problem... I'm a programmer and I try to create a 3D game with Babylon.js on a wamp server and Blender v2.67. I'm learning how to create basic mesh and animation and how export it into Babylon.js. When I import a basic mesh (like a cube...) linked to many rotation keyframes (in blender...), there is no problem when playing animation in Blender and Babylon.The mesh spins well to the center of the mesh... See the files RotaInBlender.gif and RotaInBabylon.gif... In Blender : In Babylon : When I import the same mesh linked to a skeleton and repeat the process of the creation of the rotation keyframes (linked to the skeleton this time...),there is no problem in Blender but the animation in Babylon.js is not the same... See the files RotaInBlenderWithSkel.gif and RotaInBabylonWithSkel.gif... In Blender : In Babylon : It's like the mesh doesn't spin but turn around a new offset center but I don't understand because the center of the bone is the same that the mesh center in Blender! I see many options to repeat the process of the creation of the rotation keyframes in Blender with different properties "Rotation Mode" like : XYZ Euler, Axis, Quaternion(WXYZ)... but always the same result. What i'm doing wrong please ? I can send file .blend or .babylon if anyone want help me. Thanks you for your help, i real need it! PS : Sorry for my bad english, i'm French and it's my first forum...
  4. Hi guys i have little problem here, when i try to load my own exported mesh from blender with textures into babylon, i allways get "Error: WebGL: A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, because it is a 2D texture, with a minification filter requiring a mipmap, and is not mipmap complete (as defined in section 3.7.10)." and model is ofc without texture where is the problem? I tried almost every option. Downloaded models works fine, so i guess its in my models. Thanks to everyone.
  5. So I just need some general advice and help on a game I'm making, first game I've made essentially been building on the same code through like 15 stages and since I'm new to html5 and javascript I've accrued a mass of errors and odd things in my code, but it "works". Here is my game thus far, it is called: Bellum Gerere My end goal is you the player have a healthbar (implies death, damage and survival) and you fight moving mesh objects, and after hitting them a couple times by shooting out a collision mesh on mouse click events the enemy dies and then you fight a boss. A larger mostly indestructible mesh with small vulnerable areas exposed in cycles. I want a very simplified version of Zone of The Enders 2 versus mode, or something like REZ, but more basic! simpler. I have some CSS errors, if someone could help with that... And sometimes some meshes aren't attached to the player as they should be. And yes, you're not supposed to be able to jump on all the meshes, but I'd like it so that you can't just go through them. SHORT TERM GOAL: setting a mesh to fire out out the player mesh and "hit" other meshes on mouse click. Let me know what you think, lag, glitches whatever, thanks.
  6. I would like to play with blender animations start, stop, forward and back. A link to my project.
  7. Hi, first of all, thank you for this great piece of code. I try to build a simple animation : 1 armature, 1 bone, and 1 cube parented to the bone. This animation works perfectly in blender. Unfortunately, it doesn't works in my babylon application. I used this code : BABYLON.SceneLoader.Load("", "myproject/assets/testRot.babylon", engine, function (newScene) { // Wait for textures and shaders to be ready newScene.executeWhenReady(function () { // Attach camera to canvas inputs newScene.activeCamera.attachControl(canvas); newScene.beginAnimation(newScene.skeletons[0],1,40,true,1.0); //newScene.meshes[0].parent=newScene.skeletons[0].bones[0]; // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { newScene.render(); }); }); }, function (progress) { // To do: give progress feedback to user }Is it possible to post a simple blender animation tutorial with export exemple. I join my sample blender file. Thank tou for your reply.
  8. hello, i'm trying to export my baked ligthmaps from blender. As my model should not receive any dynamic lighting, i created the first UV set for the "Emit" slot and a second one, lightmap packed, for the "Ambient" slot. So i have two different sets of texture coordinates for two different texture slots. The python exporter seems to have problems with that: (excerpt from a simpe babylon file, exporting a quad) ,"uvs":[0.2066,0.2066,0.7934,0.2066,0.2066,0.7934,0.7934,0.7934],"uvs":[0.2066,0.2066,0.7934,0.2066,0.2066,0.7934,0.7934,0.7934]],"indices":[0,1,2,1,3,2] It produces two identical UV arrays and mistakingly adds a bracket "]" at the end of the second one. Does Babylon support multiple texture coordinates?And Is there a way to get them from blender or maybe with FBX? In addition, is there a way to exclude objects from dynamic lighting or specific lights?