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Found 333 results

  1. I have the latest Blender exporter (4.6.1) and I am trying to export a model that has some faces textured via UV Unwrap and other faces are just a plain old color. When I export the model it only exports a single material for the textured faces and applies that texture to the non-unwrapped faces as well. The material with just a color does not get exported. I was considering getting the face indexes from Blender and trying to sub-mesh this thing, but the indexes are not nice ranges and Babylon doesn't seem to have a function that would take an array of faces to submesh. Any ideas? I think this worked in a previous version (its been awhile since I've used Babylon last).
  2. Normally in my animation workflow I use mocap animations, but recently I have been experimenting with IK animation (see images A & B below) Image A shows the model with all the bones (mesh deform and IK bones - 49 in total) and an animation in the Action Editor with just the bones (mainly the IK bones) that are translated/rotated to create a simple walk animation. This I exported with no special settings for the exporter - all the IK bones included. Result here Now the exporter has a special setting I can use - the "Ignore IK Bones" setting. If I use that I get this - not for the squeamish Image B shows a different procedure that I used. I bake the animation, delete key frames in the Action Editor for any bones with IK in the name, delete the IK bones from the rig (now 37 bones in the fig), then export. Result here I am curious about what the workflow should to use the "Ignore IK Bones" setting. cheers, gryff
  3. Hi Guys, I wonder why my Unity3D exported animation doesn't work while my Blender does. I used this ""autoAnimate": true,"autoAnimateFrom": 1,"autoAnimateTo": 170,"autoAnimateLoop": true," on the Blender.babylon file and trying to use it also to the Unity3D. BLENDER {"producer":{"name":"Blender","version":"2.72 (sub 0)","exporter_version":"4.5.0","file":"animation.babylon"}, "autoClear":true,"clearColor":[0.0509,0.0509,0.0509],"ambientColor":[0,0,0],"gravity":[0,-9.81,0], "materials":[{"name":"animation.Material","id":"animation.Material","ambient":[0.8,0.8,0.8],"diffuse":[0.64,0.64,0.64],"specular":[0.5,0.5,0.5],"emissive":[0,0,0],"specularPower":50,"alpha":1,"backFaceCulling":true,"checkReadyOnlyOnce":false}], "multiMaterials":[], "skeletons":[], "meshes":[{"name":"Plane","id":"Plane","billboardMode":0,"position":[0,0,0],"rotation":[0,0,0],"scaling":[2.272,1,2.424],"isVisible":true,"freezeWorldMatrix":false,"isEnabled":true,"checkCollisions":false,"receiveShadows":false ,"positions":[1,0,-1,1,0,1,-1,0,1,-1,0,-1] ,"normals":[0,1,0,0,1,0,0,1,0,0,1,0] ,"indices":[0,1,2,3,0,2] ,"subMeshes":[{"materialIndex":0,"verticesStart":0,"verticesCount":4,"indexStart":0,"indexCount":6}] ,"instances":[]} ,{"name":"Cube","id":"Cube","materialId":"animation.Material","billboardMode":0,"position":[0,6.3558,0],"rotation":[0,0,0],"scaling":[1,1,1],"isVisible":true,"freezeWorldMatrix":false,"isEnabled":true,"checkCollisions":false,"receiveShadows":false ,"positions":[1,-1,-1,-1,-1,-1,-1,-1,1,-1,1,1,-1,1,-1,1,1,-1,1,-1,1,1,1,1] ,"normals":[0.5773,-0.5773,-0.5773,-0.5773,-0.5773,-0.5773,-0.5773,-0.5773,0.5773,-0.5773,0.5773,0.5773,-0.5773,0.5773,-0.5773,0.5773,0.5773,-0.5773,0.5773,-0.5773,0.5773,0.5773,0.5773,0.5773] ,"colors":[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ,"indices":[0,1,2,3,4,5,6,7,5,0,5,4,4,3,2,6,2,3,6,0,2,7,3,5,0,6,5,1,0,4,1,4,2,7,6,3] ,"subMeshes":[{"materialIndex":0,"verticesStart":0,"verticesCount":8,"indexStart":0,"indexCount":36}] ,"animations":[{"dataType":1,"framePerSecond":24,"keys":[ {"frame":1,"values":[0,0,0]}, {"frame":50,"values":[0,0,0]}],"loopBehavior":1,"name":"rotation animation","property":"rotation"},{"dataType":1,"framePerSecond":24,"keys":[ {"frame":1,"values":[0,1.0003,0]}, {"frame":50,"values":[0,6.3558,0]}],"loopBehavior":1,"name":"position animation","property":"position"},{"dataType":1,"framePerSecond":24,"keys":[ {"frame":1,"values":[1,1,1]}, {"frame":50,"values":[1,1,1]}],"loopBehavior":1,"name":"scaling animation","property":"scaling"}],"ranges":[{"name":"CubeAction","from":0,"to":50}] ,"autoAnimate": true,"autoAnimateFrom": 1,"autoAnimateTo": 170,"autoAnimateLoop": true,"instances":[]} ], "cameras":[{"name":"Camera","id":"Camera","position":[7.4811,5.3437,-6.5076],"rotation":[0.4615,-0.8149,0.0108],"fov":0.8576,"minZ":0.1,"maxZ":100,"speed":1,"inertia":0.9,"checkCollisions":false,"applyGravity":false,"ellipsoid":[0.2,0.9,0.2],"cameraRigMode":0,"interaxial_distance":0.0637,"type":"FreeCamera"}],"activeCamera":"Camera", "lights":[{"name":"Lamp","id":"Lamp","type":0,"position":[4.0762,5.9039,1.0055],"intensity":1,"diffuse":[1,1,1],"specular":[1,1,1]}], "shadowGenerators":[] } Unity3D {"producer":null,"autoClear":true,"clearColor":[0.192156866,0.3019608,0.4745098,0.0196078438],"ambientColor":[0,0,0],"fogMode":0,"fogColor":null,"fogStart":0,"fogEnd":0,"fogDensity":0,"gravity":[0,0,-0.9],"physicsEnabled":false,"physicsGravity":null,"cameras":[{"name":"Main Camera","id":"77e03ea9-e95a-46a9-b16a-0262102546fc","parentId":null,"lockedTargetId":null,"type":null,"position":[0,0.94,-10],"rotation":[0,0,0],"target":[0,0.94,-9],"fov":0.0436332338,"minZ":0.3,"maxZ":1000,"speed":1,"inertia":0.9,"checkCollisions":false,"applyGravity":false,"ellipsoid":null,"autoAnimate":true,"autoAnimateFrom":1,"autoAnimateTo":170,"autoAnimateLoop":true,"animations":true}],"activeCameraID":"77e03ea9-e95a-46a9-b16a-0262102546fc","lights":[{"name":"Directional 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Cheers!
  4. I have an animated armature in a Blender file. I want to export and import only the armature. If possible i'd like to render the armature in babylonjs for debuggin Then in my babylonJS app code I want to create and attach meshes to the bones. Are there any tutorials, docs, or examples showcasing this? Is this possible. Appreciate any help.
  5. We are importing several meshes from blender. Even though they're clearly in different places, the mesh.position for all the meshes is the same, console.log(mesh.position); console.log(mesh.getPositionExpressedInLocalSpace(); console.log(mesh.getAbsolutePosition(); var m = new BABYLON.Matrix(); mesh.getWorldMatrix().invertToRef(m); var v = BABYLON.Vector3.TransformCoordinates(mesh.position, m); console.log(v); Above 4 results are same for every mesh. It's as if every mesh has it's own origin and it's position is being calculated with respect to that. What's happening here?
  6. My animations don't seem to work when I export a lot of them together from Blender. I recall struggling with 3 animations before and fixing it by changing the order in the NLA editor. This time I can't get it working. All the ranges appear in the .babylon file and I'm able to play the ranges, but the animations are jumbled up. Here's what my NLA editor looks like. All the animations run fine in there: What happens is the "Idle" animation ends up copied into the other ranges. If I move them around and put Idle last then I get a Walk animation that has a bunch of mixed anims in it. This is happening in Blender exporter 4.5 and 4.4. My ranges seem ok: "ranges":[{"name":"Float","from":0,"to":107},{"name":"Fly","from":120,"to":198},{"name":"Idle","from":210,"to":459},{"name":"Jump","from":470,"to":502},{"name":"Land","from":510,"to":572},{"name":"LeftTurn","from":580,"to":607},{"name":"RightTurn","from":620,"to":647},{"name":"Run","from":660,"to":678},{"name":"Walk","from":690,"to":720}] Here's a playground with the exported .babylon file: http://www.babylonjs-playground.com/#1IGIDN#2 and here's a ZIP with the Blender file and texture: http://www.punkoffice.com/downloads/brokenanims/animator.zip I'm just wondering if there's something simple that I'm forgetting to do. My anims are 30 fps and I've set Blender to 30 fps. I've made sure to apply position, rotation and scale to the mesh and skeleton. I've set the end of the timeline to the last frame of the NLA editor. I make sure to select all animations before exporting.
  7. I have an armature in blender and I have a mesh that's cut up into smaller modular meshes. To animate I select the modular meshes and parent them to bones then move the bones and the meshes inherit the translations. When I export from blender to babylon it seems that any mesh that is explicitly parented to a bone is missing. I've attached my blend file for reference. It appears as though the mesh and bone data for the missing limbs are in the .babylon file. maybe they are hidden or something? ,{"name":"arm.L","id":"arm.L","materialId":"combined.lambert0.006","billboardMode":0,"position":[0.0203,0.1534,-0.5203],"rotation":[0,1.5708,-1.514],"scaling":[0.05,0.05,0.05],"isVisible":true,"freezeWorldMatrix":false,"isEnabled":true,"checkCollisions":false,"receiveShadows":false 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  8. Hi everybody, noob here. So I have an animation of a walking person created using makehuman and makewalk and exported to a .babylon. I have the keyframe 0 .babylon appearing in my browser window but can't make the animation run. How can I control it? Here's my code so far (mostly copy/pasted from a tutorial for importing a mesh-only animation from babylon. I get a TypeError: scene undefined. from the line scene.beginAnimation(cmbrighuman-highpolyeyes, 31, 60, true, 1.0); <code> var canvas, engine, scene, camera = 0; document.addEventListener("DOMContentLoaded", function () { if (BABYLON.Engine.isSupported()) { initscene(); } }, false); function initscene() { canvas = document.getElementById("glCanvas"); engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("", "blender/scenes/walk.babylon", engine, function (scene) { // Wait for textures and shaders to be ready scene.executeWhenReady(function () { // Attach camera to canvas inputs var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(1,0,1), scene); console.log(scene.meshes[0]); scene.meshes[0].convertToFlatShadedMesh(); scene.meshes[0].showBoundingBox = true; light.groundColor = new BABYLON.Color3(0.2,0,0.3); // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { scene.render(); }); }); }, function (progress) { // To do: give progress feedback to user } ); scene.beginAnimation(cmbrighuman-highpolyeyes, 31, 60, true, 1.0); } </code>
  9. Can anybody tell me how to define name in Blender. When we export model for babylon.js. Name and id are same. I would like to define name in Blender. Where can be that defined in blender?
  10. It seems though the story of Experience Curiosity, a Blend4Web-powered simulator developed by NASA, is not quite over. This interactive web application featuring the famous Mars rover was nominated for the highly prestigious Webby Award (aka Internet Oscar) granted to the most exemplary online projects of the year. Read more about it in an article!
  11. Hello, I'm testing to export bone animation from Blender to babylon.js. Animation in Blender works well ( sample_0.gif ), but it doesn't work well in babylon.js ( sample_1.gif). It seems the rotation axis is incorrect or the relationship between parent bone and child bone is not well. Do I have to set some values or something in blender or babylon.js? *enviroment babylon.2.3.js / blender 2.76 / blender exporter 4.5.0 / windows 10 / chrome if there were similar topics, please let me know. Regards
  12. With all the new features of BJS and skeletons - ranges etc.- and the discussion on this thread and this thread I decided to take a look at these new features and the possibility of loading animations on the fly. But I ran into trouble. Below are some simple tests of creating an animated figure and exporting it from Blender. Windows XP PC: 1. Blender 2.69, BE(v1.3) : Player3 - Works fine .babylon file size 8.37MB Win7 PC: 2. Blender 2.76, BE(v3.0.6) : Player3 - Works fine .babylon file size 6.82MB 3. Blender 2.76, BE(v4.4.1) : Player3 - Spaghetti Monster .babylon file size 1.96MB All exports use the same starting file that I have used to test animation going back over a year. Examples 2 and 3 use the same PC and no changes were made to the file - it was just exported. The log files for export 2 and 3 are here The exporter (v1.3) does not produce a log file. Not sure what the issue is. TY in advance for any help. cheers, gryff
  13. Hi, can we get source file of .blender of espilit example. Is possible to get .blender file of Espilit example which demo is on this page http://www.sitepoint.com/understanding-collisions-physics-babylon-js-oimo-js/ I would like to see how is model created in blender. So can we get .blender file of room which is loded from above demo? Greetings
  14. I have an avatar that walks around using standard walk animations. I did the usual process of removing translation of Z position changes on the hip (root) bone and moving them by normal Babylon.js translation functions. There's no problem here because walking is straight-forward and easy to emulate. However, I've added flying animations and things aren't so simple. Before my avatar flies he jumps into the air. I cannot use simple Babylon.js translation to mimic the position changes when jumping because he crouches down first then springs up into the air. Same with landing. Is there a way to enable root motion for this? What would be ideal is to leave the jumping animation as it is and have changes to the hip bone in Y location to affect the actual mesh position then when he starts flying around he will do that from where the jump animation ended. Same with landing.
  15. I've been exporting my animations using Babylon exporter 4.4.4. I notice that the end result is missing a frame at the beginning or end so when the animation is looping there is a noticeable skip. This is what my Blender animation looks like: Here's a playground with those animations exported: http://www.babylonjs-playground.com/#1IGIDN These are my ranges: "ranges":[{"name":"Idle","from":1,"to":199},{"name":"Run","from":201,"to":214},{"name":"Walk","from":216,"to":238}] I noticed there's a frame gap between the ranges so I removed the gap. "ranges":[{"name":"Idle","from":1,"to":199},{"name":"Run","from":200,"to":214},{"name":"Walk","from":215,"to":238}] Both walk and run look smoother without that gap which you can see here: http://www.babylonjs-playground.com/#1IGIDN#1 However they still appear to be missing a frame. Any ideas how I can fix this?
  16. I have some players that are rigged but have no animations and I have a master animation file. I am cloning those animations to each new player as they appear in the scene. I'm using this kind of code to transfer the animation: this.mesh.skeleton = Assets.animator.skeleton.clone(JSON.idx); this.mesh.skeleton.copyAnimationRange(Assets.animator.skeleton, "Idle"); this.mesh.skeleton.copyAnimationRange(Assets.animator.skeleton, "Walk"); this.mesh.skeleton.copyAnimationRange(Assets.animator.skeleton, "Run"); "Assets.animator" is the mesh with the master animations. "this.mesh" is the new player. This process works fine but I'm having a problem with one player in particular. When I apply the run animation from the master into my player in Blender it looks like this: But in my Babylon.js scene it looks like this: It looks like something has happened to the bone weighting on the arm. Does anyone know how to fix this?
  17. Hi, i'm trying to export from blender a shape key animation. I see animation in blender, but it isn't exported in babylon file. (i can't see animation in code, and in sandbox test too) Attached blander, babylon and log file. Archivio.zip
  18. Hi everyone, I'm beginner at BabylonJS and I have some problems when I work with model. 1. I tried convert this scene to babylon format from 3ds max format but it didnt work any more. There's no error while converting but the babylon file didnt work. I tested babylon file with babylon sandbox and babylon editor but nothing displayed. I converted it into .obj file , .3ds file... and tried it with blender but the babylon file was still not work. Maybe my model have problems ? this my model : https://drive.google.com/file/d/0B3ZPYSBq_PtWZWF5ZXNkek5tQk0/view?usp=sharing 2. Sometimes, I cant set position for my model in the babylon scene. what's wrong ? 3. I use 3dsMax to convert my scene to .obj format but when I import it by blender, it's not work. I use 3ds Max 2014 for Education and Blender2.7. Thanks at all.
  19. I'm trying to create an animation sequence of idle, walk and run in Blender to use in babylon.js. I can't seem to get it right though. I've attached a video of my Blender setup: You can also download the Blender file from here: http://www.punkoffice.com/animtest/sequence.blend I'm using the NLA editor here. My sequence is set up like this: Idle - frames 1 to 47 Walk - frames 48 to 72 Run - frames 73 to 87 However, the exported .babylon file lists the animations like this: "ranges":[{"name":"Idle","from":1,"to":47},{"name":"Run","from":48,"to":62},{"name":"Walk","from":63,"to":86}] If you want to see the final result go to the page here: http://www.punkoffice.com/animtest My code is very simple. I'm just doing the basic setup: BABYLON.SceneLoader.Load("3D/", "main.babylon", engine, function (newScene) { newScene.executeWhenReady(function () { var scene = newScene; var camera = new BABYLON.FreeCamera ("FreeCamera", new BABYLON.Vector3 (0, 1, -5), scene); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); mesh = scene.meshes[0]; // to view it correctly mesh.rotate (BABYLON.Axis.X, -Math.PI / 2, BABYLON.Space.LOCAL); skeleton = newScene.getSkeletonById(0); animations = newScene.beginAnimation(skeleton, 0, 87, true, 1); engine.runRenderLoop(function () { scene.render(); }); }); }, function (evt) { }); Does anyone know what I might be doing wrong?
  20. I have two seperate models in Blender: a guy and a sword. I don't need anything too complicated, just something like attaching the sword to the guy's hand. I tried creating a bone for the sword, made it the hand bone's child so it could animate alongside with the hand, then joined the two meshes together. Now I can export the model just fine, but when I try adding a simple animation, the exporter throws some weird errors. I think I did something wrong, what is the right way to do this task? Exporter version: 4.4.3, Blender version: 2.77 (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: C:\Users\Khôi\Desktop\ Python World class constructor completed WARNING: The following armature not visible in scene thus ignored: Armature processing begun of mesh: sword animation processing begun processing begun of baked material: sword ========= An error was encountered ========= File "C:\Users\Khôi\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 329, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\Khôi\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 785, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "C:\Users\Khôi\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 2090, in __init__ bpy.ops.object.select_all(action='DESELECT') File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\modules\bpy\ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) ERROR: Operator bpy.ops.object.select_all.poll() failed, context is incorrect ========= end of processing ========= elapsed time: 0 min, 0.006 secs
  21. Hi everyone! We are developing a web page (Prestashop) which need a mug in 3d with some customizable areas. The customers can create their own designs, with pictures or text. They also can change the inside part of the mug and the handle with different colors. Then they can buy the mug with that design. (The handle and the inside part colors could be different) The main idea is to customize the front, the back or a mesh of 360º. thanks to the babylon library, we can attach the customization as a texture of a mesh. It is important that the mug has defined the different mesh in the babylon object. So we need the next elements: - A .babylon file with the mug, made in Blender or whatever. - A mug with the measures of the image. - The mug needs to have the follow different meshes (explained in the different photos): - A mesh exclusively with the inside part, to change the color of it. - A mesh exclusively with the handle, to change the color of it. - A full part of the outside of the mug. - A 360 printing zone: 220x90mm - A front printing zone 85x85 mm - A back printing zone 85x85mm - It is needed that the handle, the mug texture and the shadow will be exactly the same as that picture: - Inside the babylon world, we have to be able to rotate the mug in order to appreciate the design of every part of the mug. It would be perfect with the gradient of the previous picture, but with a 360º rotation. The size of the design zone for the customer, is the same to the mesh. It means that if we set the customized to the corresponding mesh, it have to appear correctly. We explain that, because of the UV mapping in the Blender mesh. It is not needed to make the functionality of change the meshes color or attach the picture to them. But we really need that the result mug and the babylon world, have the appearance of the previous picture ( the light, the shadow, the texture, the reflexes...) That is a very important and urgent project for us, and we can pay for the job. Please send us the total budget. We are able to pay by paypal or the way you prefer.
  22. Here is what the mesh looks like in Blender and in Babylon. The original mesh was an .obj Wavefront file that I downloaded from http://tf3dm.com/, I don't know if the importing process has anything to do with this issue. Please help Blender and babylon files attached. well.rar
  23. First of all sorry for my english or grammatical error I have just create a simple scene with some cubes ,which use to make a house and applied only diffuse texture ;created one sun in blender texture are simple diffuse texture though it creates funny specular dot in the middle of mesh i have attached picture also link top my testing local server http://linuxgame.ddns.net/speakout/ note: i have created those window cuts using boolean modifier but everymesh has ths tpe of specularity
  24. So I donwloaded this blender file: http://www.blendswap.com/blends/view/15077 opened it with Blender and exported it as described in this guide https://blogs.msdn.microsoft.com/eternalcoding/2013/06/28/babylon-js-how-to-load-a-babylon-file-produced-with-blender/ I attach the error report file. Why do I get this error ? What do I have to do to export it correctly ? Is it better to report it here, or on github issues ? run_5_FK_NLA.log