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Found 8 results

  1. Hi Thanks for the great BJS and TOB exporter, the meshes could be generated from Blender and rendered in BJS environment efficiently. However I find out something interesting that JS heap increases when the mesh is instanced in the scene. But the heap size could not be decreased when the mesh is disposed. I’m curious whether this will cause some memory issues(such as memory leak). Here is the demo of the system: https://willlinifm.github.io/Playground_bjs/index.html The Source code is as the following or the link : https://willlinifm.github.io/Playground_bjs/js/Scene.js If the playground is better for debugging, please try this link. The implementation and the outcome are nearly the same. (Click Sphere to generate mesh //// Click ground to dispose it) https://www.babylonjs-playground.com/#4GQCEL#2 The attachment are the heap snapshots ! 。The heap1 snapshot is took before the mesh is made an instance by TOB-generated-js file 。The heap2 heap snapshot is took after the mesh is made an instance by TOB-generated-js file. We can find that the heap size is increased. 。The heap3 snapshot is somehow hard to understand that when the mesh dispose function is called, the heap size still raise a high level compared to the first snapshot. NO~~ My questions are 1. If the meshes are generated and the Js heap size is increasing at the same time. Will it cause the memory issue and make the system run slowly? 2. How to make the best to decrease the heap size after mesh dispose process. 3. I’m not sure, but during watching the snapshot constructor information, I find there may be some looping references within BJS/TOB/MeshFactory structure. Will it cause the GC(Garbage Collection) unable to release memory? Thank you ! BJS and everything here are awesome!
  2. If we do ModelFinish.initScene(scene); we initialize scene of ModelFinish.js. That works fine. Is there any way how to get object ModelFinish from document ? is there any way similar like this so as maybe var objModel = document.getObject"ModelFInish") and then initilization object objModel.initScene(scene) ??? Greetings Ian
  3. Hi, Is there any way how can ToB exporter export (embed) textures in .js file ? Do Blender have any options to achive that? Or are texture always separated files? Greetings Ian @JCPalmer
  4. Hi, my friends, Recently I try TOB ( tower of babel) exporter to get the mesh for babylonjs. I try to export the shape keys under the group of ENTIRE_MESH config. However, after I deform another shape key after the first shape key is deformed completely. I find it initially referenced the BASIS shape key group and then execute the next shape key . It seems to be fixed in the QI lib.js . I'm wondering if there is any approach that I can make the following happens? ------------------------------------------ Blender ShapekeyA ( from 0~1, default as 0) Blender ShapekeyB ( from 0~1, default as 0) key = Qi.deformation("ENTIRE_MESH" ,"ShapekeyA", 1 , duration) mesh.queueSingleEvent(key); key = Qi.deformation("ENTIRE_MESH" ,"ShapekeyB", 1 , duration) mesh.queueSingleEvent(key); =======> in the recommened way, finally, I can get the mesh with (ShapekeyA=1 )&& (ShapekeyB=1) instead of ( ShapekeyA returing to BASIS ) && ( ShapekeyB=1) Any advice will be appreciated Thank you so much!
  5. Hi my friends, Recently I read the tutorial of PBRMaterial here https://doc.babylonjs.com/overviews/physically_based_rendering_master I wanna display the object exporting from Blender by Tower of Babel (TOB) However, it comes out with all-black on my object(mesh) The code is jus like the following : var texture_from_file = new BABYLON.Texture("dress.jpg", scene); var pbr = new BABYLON.PBRSpecularGlossinessMaterial("pbr", scene); for (var i = 0; i < scene.meshes.length; i++){ scene.meshes[i].material.diffuseTexture = texture_from_file; } Any advice to let me display the mesh with PBRMaterial (or similar texture) ? Thank you so much
  6. Deltatosh, You are probably going to be only the person able to answer this. This started, because I am trying to debug my normals calculation for shapekeys. The bumps.blend, which I renamed multi_group.blend, really has to be viewed from multiple angles to really understand the structures. (Not complaining, it is a very good test). Thought, I could just define an arc camera after I get it up in BJS. Next thought was: I already have a Follow Camera check box in TOB ( changes to babylonFileLoader too). Why not make it a drop down with as many Cameras as doable. Never knew there were so many cameras when I expanded the Cameras dir. Obviously, Camera & TargetCamera are meant only for sub-classing. The others I am not familiar with beyond what their name suggests. Some of them have extra constructor args, without defaults. Please comment on each that follow: ArcRotateCamera: constructor(name: string, public alpha: number, public beta: number, public radius: number, public target: any, scene: Scene) - can get target the same way as for FreeCamera & FollowCamera. - alpha, beta, radius could be custom properties, but not sure good defaults AnaglyphArcRotateCamera: constructor(name: string, alpha: number, beta: number, radius: number, target, eyeSpace: number, scene) - same as above for ArcRotateCamera - eyeSpace ? stereo vision? Why does OculusCamera not sub-class AnaglyphArcRotateCamera? DeviceOrientationCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera - Could this be to build an accelerometer based camera? GamepadCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera OculusCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera TouchCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera - pointer follower camera? VirtualJoysticksCamera: constructor(name: string, position: Vector3, scene: Scene) - args same as FreeCamera - understand, except for the virtual part Also, what is probably the best camera to go anywhere, ArcRotateCamera or TouchCamera?
  7. I have been doing more testing of the Automaton / ShapeKeyGroup exporting from Blender / Tower of Babel. I have added a material with a texture to a mesh called Cloth that also has shapekeys. I had the hardest time getting any material to show textures from export, even though they looked perfect in Blender with F12. Finally isolated why using the camera-anim model. The cubes with textures also had a UVS Map thing. Everything was fine when I added a UVS to a non-shapekey mesh, Ground. When I added a UVS to Cloth, the number of positions changed, but not the number of indices. Crucially, the length of positions no-longer matched the length of the raw shapekey, hence the length error. My programming skills are exponentially better than graphics skills. Is there something I did wrong? BTW, I added a new warning if textures are detected in a mesh, but UVS not found. Here is the log file with Cloth has a texture, but no UVS (it worked in Babylon, but solid color) Tower of Babel version: 1.0.0, Blender version: 2.69 (sub 0)========= Conversion from Blender to Babylon friendly Python objects ========= Python World class constructor completed processing begun of material: automaton.cloth-like processing begun of material: automaton.ground-like processing begun of mesh: Ground num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Table WARNING: No materials have been assigned: num positions : 8 num normals : 8 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of mesh: Cloth num positions : 1156 num normals : 1156 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 6534 WARNING textures being used, but no UVS found Key shape not in group-state format, changed to: ENTIRE MESH-Draped DRAPED raw key length: 1156 processing begun of camera: Camera processing begun of light: Sun========= Writing of scene file started ================== Writing of scene file completed ================== Writing of typescript file started ================== Writing of typescript file completed ================== Writing of javascript file started ================== Writing of javascript file completed ================== Writing of html files started ================== Writing of html files completed ================== end of processing =========Here is the log file, after adding the UVS to cloth (errors in python): Tower of Babel version: 1.0.0, Blender version: 2.69 (sub 0)========= Conversion from Blender to Babylon friendly Python objects ========= Python World class constructor completed processing begun of material: automaton.cloth-like processing begun of material: automaton.ground-like processing begun of mesh: Ground num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Table WARNING: No materials have been assigned: num positions : 8 num normals : 8 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of mesh: Cloth num positions : 5366 num normals : 5366 num uvs : 10732 num uvs2 : 0 num colors : 0 num indices : 6534 Key shape not in group-state format, changed to: ENTIRE MESH-Draped DRAPED raw key length: 21========= An error was encountered ========= File "/home/jeff/.config/blender/2.69/scripts/addons/io_tower_of_babel.py", line 272, in execute mesh = Mesh(object, scene, self.multiMaterials, nextStartFace, forcedParent, nameID) File "/home/jeff/.config/blender/2.69/scripts/addons/io_tower_of_babel.py", line 1065, in __init__ self.shapeKeyGroups.append(ShapeKeyGroup(group, rawShapeKeys, self.positions)) File "/home/jeff/.config/blender/2.69/scripts/addons/io_tower_of_babel.py", line 1513, in __init__ if not ShapeKeyGroup.same_vertex(keyA.vertices[i], positions[i]):ERROR: list index out of range========= end of processing =========
  8. This is probably more specifically directed at JCPalmer. I have a few features I would like to see in the blender exporter TOB, most of which I am willing to try add myself, although I thought it might be a good idea to have a discussion first to see if some of the ideas are possible, worth doing and in line with what TOB might aiming for. export should also create html's so output can be run straight away.(for beginners and quick testing)might also be handy to run and handle a python httpd servermake more use of blender data(might make more sense to use 'blender game' render engine as the settings will be more appropriate) rather than creating own ui from which to collect data ie shadow casting, shadow receiving, collision check etc.live streaming from blender so you can see updates in the browser in realtime.this one is a bit more open ended by my intention is to allow for full development of the webgl app inside of blender including logic coding(straight javascript or maybe even some sort of logic node system visual and non visual)Would be handy to know your thoughts and plans.