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Found 333 results

  1. Hi, I hope someone can help me. I want to export my Blender model with the Babylon.js Blender Exporter and import it in my App. In general this works fine, but I have one problem that I can't solve. In Blender I added a parent connection between a plane and a bone of my armature. The idea is that the plane should move if the bone moves. In Blender this works fine, but not with Babylon if I import the exported scene (tried my app and the BABYLON sandbox). Now I have two problems (which may be related to each other ?) 1. The plane is in a different place in Babylon (compared to the Blender model) 2. The parent connection is not exported and if I set the connection in my app directly after the import the plane moves to a weird place (but it follows the bone) Would be nice if someone can have a look at my Blender model. In my model there are actually two planes LED.L and LED.R and a want to attach these planes to the Neck bone of my ReetiArmature. Reeti.blend Reeti.babylon
  2. Hello every one, Thanks you fr your help, trying to import a mesh from blender to my scene but failed... Here's my code : var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh("", "scenes/", "untitled.babylon", scene, function (newMeshes) { // Set the target of the camera to the first imported mesh = newMeshes[0]; }); scene.registerBeforeRender(animate); var LinesRed = BABYLON.Mesh.CreateLines("LinesRed", [ new BABYLON.Vector3(boxRed.position.x, boxRed.position.y, boxRed.position.z), new BABYLON.Vector3(planeRed.position.x, planeRed.position.y, planeRed.position.z), ], scene); // Our built-in 'ground' shape. Params: name, width, depth, subdivs, scene var ground = BABYLON.Mesh.CreateGround("ground1", 15, 15, 5, scene); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); // Resize window.addEventListener("resize", function() { engine.resize(); }); }); At first I kept my previous light, camera and so on but nothing showed up I used the importmesh from teh playground, it appears on sandbox Do I have to delete the camera, light from blender and keep it on my code because i only want the mesh Here is the browser console Thank you all
  3. Hi to all. There really isn't any issue here; as exporting animations to babylon from blender works fine, except for the "4 bone influencers per vertex" limitation. I understand that it is a browser thing: My question is sort of strange, but I'll ask it anyways. I have no idea how to rig following this limitation in blender. How would one go about ensuring that this limit is not exceeded? Sure importing a MakeHUman model with the gaming rig, 32 bones I think, enabled would work, but when of the times when one is not rigging humanoid characters? Like sea monsters? Or giant insects? or something like that? And even if one is rigging a humanoid character, what of when the MH rig just doesn't do what you'd want and you have to do your own rig? So how would one make rigs ensuring that that limit is not exceeded? Any pointers on how to go about this would be appreciated. I also have one other question, would it possible to have babylon.js come with something like a visual editor for rigging? You import your static models and then rig them using it; it should guide the rigging process so that this "4 bone influencers per vertex" thing is not exceeded. (Please don't tell me to build it myself! ; at least not now!) Those are my questions. I attached a picture showing what happens when the limit is exceeded; the animation works but some areas are invisible. Other rigs I did did not show at all once exported to the .babylon format. Thanks in advance.
  4. In the image below there are 2 scenes : 1. the 3D window of Blender, 2. The same scene exported as a.babylon file and viewed in the Sandbox. The scene is a low poly "rock" and a number of instances (10) using Blender's particle system on the ground plane. The particle system is then converted to instances (using the modifier "Convert" button) But compare the rotation of the instanced rocks between 1 and 2 - they are different. I have highlighted 4 of the worst - but others are incorrect on closer examination. (D is really really noticeable!! ) Anyone any thoughts about what might be going wrong? I can provide .blend files if needed. cheers, gryff
  5. Hello Masters, Need help to add 2-d text from babylon on the object which is blender object.The text should not be go outside of the rendered object. Can you please help me to short out this issue? It would be great if anyone have the example.
  6. I created default Cube without material with Blender and second one with Babylonjs BABYLON.MeshBuilder.CreateBox('Babylon', {size: 2}, _scene) All parameters is the same expect both have different positions, normals, indices. I assume it is because babylonjs has different axis system (left). Example: How can I make these cubes look the same?
  7. Hi, processing begun of node: Barcelona Chair Master processing begun of mesh: Barcelona Chair ButtonsBack processing begun of baked material: Barcelona Chair ButtonsBack Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap ========= An error was encountered ========= File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 787, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2135, in __init__ self.bake('diffuseTexture', 'DIFFUSE_COLOR', 'TEXTURE', image, mesh, uvName, exporter, recipe) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2167, in bake self.bakeCycles(cycles_type, image, uvName, recipe.nodeTrees) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 2215, in bakeCycles bpy.ops.object.bake(type = bake_type, use_clear = True, margin = 5, use_selected_to_active = False) File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) ERROR: Converting py args to operator properties: enum "DIFFUSE_COLOR" not found in ('COMBINED', 'AO', 'SHADOW', 'NORMAL', 'UV', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE') ========= end of processing ========= elapsed time: 1 min, 26.8304 secs Link for the blender model Test.log
  8. Hi, I am trying to export a scene i have created in Blender using babylon exporter. While Exporting i got the below errors. ========= An error was encountered ========= File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 780, in __init__ recipe = BakingRecipe(object) File "C:\Users\ragha\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\", line 1863, in __init__ self.billboardMode = BILLBOARDMODE_ALL if len(mesh.material_slots) == 1 and mesh.material_slots[0].material.game_settings.face_orientation == 'BILLBOARD' else BILLBOARDMODE_NONE ERROR: 'NoneType' object has no attribute 'game_settings' ========= end of processing ========= Thanks, Raghavender Mylagary Room.blend Room.log
  9. Theory I recently wanted to try and use/adapt the official Blender exporter addon for Babylon to allow for parsing a directory of source models (FBX) and have Blender batch export them to the Babylon Json format. I know that there is a C++ CLI tool to do exactly this but (correct me if I'm wrong) it seems like it will only run on Windows (no OSX or Linux). So I wanted to be add this functionality via Python scripting in Blender to be able to do this no matter the platform. Disclaimer, Python is not my native language. I taken some inspiration from a few existing scripts and adapted a simple one that : Looks for files ending with FBX in the input path. Imports them (one by one) via the Blender FBX operator : bpy.ops.import_scene.fbx(filepath=file) Exports them (one by one) via the BabylonJS operator : bpy.ops.bjs.main(filepath=file) Problem Sadly here I am getting an error. Perhaps I'm being naive here by thinking that I can access a non-standard issue addon via scripting ? That is what the error seems to indicate at least : Traceback (most recent call last): File "/", line 54, in <module> File "/", line 44, in convert_recursive File "/Users/ozeki/Library/Application Support/Steam/steamapps/common/Blender/", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) AttributeError: Calling operator "bpy.ops.bjs.main" error, could not be found location: <unknown location>:-1 Solution ? Is this doable with the way the Babylon Blender addon is setup and if so what am I doing wrong? I have attached my current code to this post. I've also added a list of references for the scripts that I have looked at or adapted from originally. References
  10. I want to add a new feature in the Blender Exporter but it seems like from this conversation that you guys do not want to have userData. I already made a pull request for tags, but I want to set more special variables specific to my project in Blender using Custom Properties. Tags is limited and I was wondering if I should try to make userData export from Blender, similar to what the Threejs exporter does. I already have part of this done here. I only implemented the export and not the import. I stopped when I saw the conversation about userData.
  11. I am seeking help to solve this issue that has been a real challenge to me. I have a scene with an interactive car. The model was updated in Blender 2.78 and Blender exporter 5.1.2. The body, doors, hood, and trunk are separate meshes that use the same material. Everything seem to be okay when I view the scene in the sandbox. (All the meshes, materials and textures seem to be just right.) When I view the scene locally, a couple of the meshes will have the correct material and textures applied to them while they would be missing from other meshes that use the same material. When I view the scene live online, all the the textures will be missing. I have attached a couple of screen captures to explain what I mean. Here is the link to the online scene. Here is a link to the Babylon Scene and Blend File download. Note: I applied new materials to the meshes via the html file. I am not sure if this is an issue. The scene does not load in Firefox 50.1.0 The scene works in Google Chrome, Microsoft Edge and Opera.
  12. Hey! I will just link the relevant code and then ask the question (ignore the material parameter, is from an older build still have to get rid of it): function GenerateRandomObject(scene, material){ var nekej = BABYLON.Mesh.CreateBox("box1", 1, scene); nekej.position = new BABYLON.Vector3(getRandom(8, 90, true), 0.5, 90); nekej.rotation.y = getRandom(0, 360, true); nekej.isVisible = false; BABYLON.SceneLoader.ImportMesh("", "_resources/", "Drevo2.babylon", scene, function (newMeshes, particleSystems) { newMeshes[0].parent = nekej; }); return nekej; } So this is the way I create every new instance of a background object. This happens about 0.5 - 2 times every second for this type of object. More with others that I create with similar functions just different imported meshes. So my question is if there is a better way to import/use an imported mesh so i would not need to import the same mesh over and over again every single time i create a new object with that mesh. Thank you very much for any answers you might provide, with best regards, Satiana
  13. On Christmas day I was chatting to a gaming friend and he reminded me that Quake, a game released by Id Software in 1996, was 20 years old in 2016. Like Babylon.JS, there was an active community around Quake that produced new game maps, better textures, weapons, monsters - and still does today. So on Boxing day, rather than fight the rampaging hordes in the shopping malls, I decided to spend a few hours seeing if I could bring the world of Quake to BJS I started here - Quaddicted - a site that features some downloadable game maps and reviews. As I was experimenting, I wanted a reasonably small file with a reasonable review, and came in a .bsp format (game maps also come in a .pak format but that involves a longer extraction process). So I chose a map named "REoL TOUGH: Demise!" by "George J. Fiffy II" . Ironically Mr Fiffy released the map on Boxing Day 1996 - another 20 year anniversary ! Extraction of the .bsp file For this I used this Blender add on - Blender Quake BSP Importer. It works in Blender 2.71 but not in Blender 2.76. The extraction went nicely and I saved the blend file and opened it in Blender2.76. Then I hit a snag. When I exported the scene to BJS there were no textures! . Looking at the list of textures used in the scene, I noticed none of them had a file type - just a name (eg: "sfloor1" instead of "sfloor1.png"). So I had to rename all the textures in my .blend file and then save them - not hard just a bit tedious. I can explain in another post if people want to know how. And here is the result: Quake1 The only things I have added are : CheckCollisions, on certain meshes (walls but not most doors). And of course there no monsters/weapons/traps/teleportation yet. Maybe when I feel like doing something different again - I can look at those features And just a couple of comments. In these days of MB textures, the largest texture file in this demo is 45 KB and there are only 3 textures over 10KB. It shows of course - but not nearly as badly as I thought it would. Looking at the file in Blender it has 32,915 verts but 23,000+ are duplicates but removing them all at once with Blender's "Remove Doubles" leads to some odd shading - so it looks like will have to be done with just specific parts (tedious again). If you want to see this Quake Map being played, here is a YouTube video : Demise!. Start at about 1 minute. Anyway Happy New Year to all cheers, gryff
  14. PEXMAR

    WebGL Cloth

    Hi, I'm very glad to greet all of you. I'm new. I'm not a programmer. I dedicate myself to the artistic part. I'm a 3d designer. But a few months ago, I'm in a project. In which we have a problem I hope you can give me some of your time and have answers that help to dispel my doubts. The direct question is possible to export an object either obj, threejs or some other format that is loaded in the code and to be able to apply the cloth function that is found in the physical motors either babylon.js cannon.js oimo.js etc I hope you can understand my question Thank you
  15. Hi, I want to know if its possible to create a mesh using Blender and then to define its properties in the BabylonJS code. For example i want to create a wall using the cube in the blender and name it as WALL1. Then after loading the .babylon file generated the blender i want to define the color, texture and materials of the wall using the name of the wall WALL1. Thanks, Raghavender Mylagary
  16. In a blender scene one of the character meshes has an armature with an animation. After exporting to a .babylon file and loading it, if the character with the skeleton armature is visible when the scene starts , the animation plays and the scene works as normal, If the camera is facing away from the animated character when the scene starts this error occurs Uncaught TypeError: Failed to execute 'uniformMatrix4fv' on 'WebGLRenderingContext' : No function was found that matched the signature provided.(using nw.js based on Chromium 41.0.2272.76.) This is how the scene is loaded BABYLON.SceneLoader.Load("", "TheBlenderScene.babylon", engine, function (newScene) { newScene.executeWhenReady(function () {It's happened in 3 projects, my current workaround has been to include all the animated meshes in the view when the game starts. Has any one else has had this problem, or have an idea of how to avoid the error? thanks
  17. I have a blender model which seems to have been exported to .babylon with no errors (1 warning regarding no active camera which can be ignored). It is not rendered when I try to load it into bjs. On blender everything seems fine - model, texture, rig, animations... What am I missing? If you'll change the model variable in the PG from "sheep" to "croc" you'll notice everything works well, thus eliminating the possibility of a script malfunction. PG: .babylon: .blend:
  18. What's the best (though feasible) polycount for lowpoly models in bjs assuming I want to have 10 lowpoly meshes rendered at the same time on mobile with dynamic lighting? (no rigs/animations) Is 600 per model reasonable or is it too much?
  19. I'm trying to export a blender file to .babylon, it seems to be exported fine except for the texture part, which is not found by the bjs exporter. e.g. quote from scorpion.log: This seems to happen in many models I encounter (especially in all models downloaded from, how can I fix these models so they can be exported with the textures? I imagine the author of these models is missing something simple for the textures to be recognized by the bjs exporter. .blend: .log: scorpion.log .babylon: scorpion.babylon
  20. Hi, I am trying to build a basic room by exporting the design from blender to .babylon file and opening the file using Babylon.JS in a browser. When i am using ARCRotate camera the blender is not able to generate the .babylon file. Please find the attached blend file. sofa set1.blend blender.html
  21. I'm using Construct2(C2) for my games. A developer is doing a plugin to use Babylon.js that allow us do 3D games. This was my first test, it's not a big thing but for something we have to start: Here to play: Preview: - The actual plugin is a "Scene Loader". You do the level on a 3D editor and export the .Babylon file to C2. There you set camera controls and actions using events to do the game. One of the problems is how to solve the action for a group of duplicate mesh objects that have different name. Now, for every mesh we have to create an object on C2 layout, set the 3D name on editor and add all the properties or behaviours we want. The problem is, if the level have 100 coins, each coin have a different mesh name, so we will have to add 100 objects on the layout to set the behaviours or actions, which will be pain. The unique thing we made is more a patch than a solution, some kind of array on we set: Name: Coin Start of index: 0 Ending Index: 100 Padding: (true) So for a Coin and Coin001, Coin002, etc... until Coin100 will set the properties or behaviours or whatever but limit other options to other plugins and other stuff in C2. Also only will works for Blender and 3Dmax, the Unity nomenclature breaks this solution. Here are how the Duplicate models looks in the 3D Editors Babylon can be exported: Blender: Coin, Coin.001, Coin.002, etc... 3Dmax : Coin, Coin001, Coin002, etc... Unity5 : Coin, Coin(1), Coin(2), etc... Maybe there is a solution that we not found, or a Babylon function that solve this, but if not i want to make a request if is possible. Request for Babylon exporters: ------------------------------------------------------------ Add some kind of ID for all the objects, maybe "Babylon_Mesh_ID" or whatever that are the same for all the mesh with the same properties. Then for: Coin, Coin.001, Coin.002,etc... will have the "Babylon_Mesh_ID=COIN". So in the C2 we only will have to create an unique object that refers to "COIN" and add an actions like: On Player collides with COIN > Destroy COIN / Add 1 to COIN.Counter, etc... When the player collides with a mesh with the ID "COIN" will do the events/actions no matter the mesh name. No arrays, patch or other stuff. Is possible?
  22. I have 3 meshes in a Blender scene. Each mesh has its own origin and animation. The meshes animate as expected when viewed in Blender, i.e. they move as distinct meshes and have their own distinct animation. When I export to Babylon JS and test it in the sandbox at "", all meshes seem to share the same origin and all 3 animations are applied automatically to them. I am not sure if this a bug but I have tried exporting different animated meshes in the same scene from blender and I keep getting the same results. Could someone please give some advice on this. I am using Blender 2.78a and Babylon.js 5.0.6 exporter. Please find below the .blend and Babylon JS files. . Thanks 3 Mesh Animation.blend 3MeshAnimation.babylon
  23. Hi, I use new version of Blender(2.78a) and I have my model in it, so I tried to export it to .babylon file. I got exporter file from Github just now and I have already move to Blender's addons. When I tried to export my model it got this error(in the picture that I have attached), but when I tried to export a normal cube, I could do it. With the same model, I can do it with the babylon exporter that come with babylon v2.4 and previous version of Blender. But for both new version of Blender and Babylon i can't. Thank you in advance Peace
  24. Hello guys, Just started using babylon JS more than a week ago at work. Everything was going quite smooth so far. However I am struggling to export .babylon file from blender. Most probably it's because I have pretty much no experience with blender and 3D models in general. The mesh gets exported correctly but the main problem is with animations/animations actions, when I import .babylon file to the babylon engine and start any of the animations the mesh goes all over the place... I add .fbx file and .babylon file I get when I export it form blender. I hope someone can help me. I really need a help on this one. ArmyPilot_babylon.rar ArmyPilot_fbx.rar
  25. Hi everybody, I am very new to both Blender and Babylon. Basically I am trying to load a scene exported from Blender and create a skybox afterward, the scene is nothing more than a default blender scene(the one consists of a box, camera and light, I load this scene just to make sure I hadn't added or modified anything in the scene that may leads to other issues once I export the scene into babylon file). I try to create a skybox after loading the scene, using code below: =============================================== var canvas; var engine; var scene; function initScene() { canvas = document.getElementById("renderCanvas"); engine = new BABYLON.Engine(canvas, true); scene = new BABYLON.Scene(engine); BABYLON.SceneLoader.Load("babylon/","testScene.babylon",engine,function(newScene){ newScene.executeWhenReady(function(){ newScene.activeCamera.attachControl(canvas,false); var ground = BABYLON.Mesh.CreateGround("ground", 10, 10, 2, newScene); var skybox = BABYLON.Mesh.CreateBox("skyBox",1000.0,newScene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox",newScene); skyboxMaterial.backFaceCulling = false; skybox.infiniteDistance = true; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("images/skybox/cloudSkyBox/DaySkybox", newScene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.disableLighting = true; skybox.material = skyboxMaterial; engine.runRenderLoop(function(){ newScene.render(); }); }); },function(progress){}); } function initBB(){ if (BABYLON.Engine.isSupported()){ initScene(); }else{ console.log("not support BB"); } } document.addEventListener("DOMContentLoaded",initBB,false); document.addEventListener("resize",function(){ engine.resize(); }); =============================================== The blender scene "newScene" is loaded(I can see the box, a directional light of the blender default scene, I can use the free camera preset in blender scene), the ground mesh added into the newScene can be seen as well, but the skybox is not shown! There is no error message shown on the browser console, I had tried to google for similar problem but couldn't find the solution... I am not sure if I set up the blender scene wrongly before I export or there is other factor that cause this issue. Any help would be greatly appreciated!