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Found 13 results

  1. Hello everybody. I'm trying to make a thin mattress (a simple parallelepiped with textures) roll up. The first try was with a curve path ( a spiral shape) linked to the mesh, animated and modelled in blender, but the result in babylon js didn't preserve the deformation infos. The mattress was still, it didn't move except for a translation on the X axes, and inspecting the scene i could see the spiral in the meshes but not the information about the animation. So i tried with armatures cause i read that it's well supported in babylon js. With a simple curve animation of the bones the
  2. Hello everybody. I'm trying to make a thin mattress (a simple parallelepiped with textures) roll up. The first try was with a curve path ( a spiral shape) linked to the mesh, animated and modelled in blender, but the result in babylon js didn't preserve the deformation infos. The mattress was still, it didn't move except for a translation on the X axes, and inspecting the scene i could see the spiral in the meshes but not the information about the animation. So i tried with armatures cause i read that it's well supported in babylon js. With a simple curve animation of the bones the
  3. In my Skeleton & bone sub-classes, I interpolate from pose to pose. I was keeping translation & rotation out of root bone poses, and moving the mesh. When I did a demo scene for QI 1.0. I tried to do the worst thing I could think of, the opening pass of Simone Bile's floor exercise. Once a skeleton does a flip, coding becomes way too complex. That & other problems like "floating" caused me to use root bone for translation instead of mesh position for a test, which worked very well. I kept the rotation at zero for the test, however. When a new pose was being processed:
  4. I get that we can't export armature to .babylon from Blender if some of the meshes attached don't have transformations applied. I'm trying to find the best way to solve this issue. I have a separate head and body attached to the same armature. When I try to export to .babylon it will complain about the head mesh not having transformations applied. When I check the mesh properties I see location, rotation all zero and scale all 1. Applying transformations to that mesh does nothing. However, when I clear parent I notice Rotation X goes from 0 to -0. I can then apply rotation and it'll
  5. I'm struggling with getting this girl to walk and make facial expressions. If I separate the head, the head moves when using the "pout" morph. https://playground.babylonjs.com/#BDG7ME#11 If I apply to the whole body, the rest pose is applied to the walk. https://playground.babylonjs.com/#BDG7ME#15 Both work fine in Blender though. Is there something else I need to do to get morphing working with armature animation?
  6. Is it possible to place a t-shirt over a rigged human mesh and transfer skeleton and weights of human to the t-shirt in Babylon.js? So then you can animate the t-shirt with the human I know you can do all this in Blender, but I'm wondering if it could be done in real-time using Babylon.js
  7. 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: http://www.html5gamedevs.com/topic/10772-blender-export-issues/ http://www.html5gamedevs.com/topic/9560-rigging-rigify-blender-export-babylon/ 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 bo
  8. 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.SceneL
  9. Hello everybody, I've never worked with a blender and 3D models before. I have a model downloaded from the official site of the Kuka company. (I did not change the model). But I have a problem with the armature export from blender to babylonjs. Web-site: http://www.youbot-store.com/developers/kuka-youbot-kinematics-dynamics-and-3d-model-81 Model: https://yadi.sk/d/oUQ6farhukWm9 Babylon model: https://yadi.sk/d/Itj5qPwTukZQw (picture 2, picture 3) if I use the model without armature, everything is fine (1 picture). But I need bones to control model. Thank you in advan
  10. 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.
  11. Whoa! Okay, there are two parts to this. Case/Issue 1: Scene picking info for animated rigs only obtains picking information from the first frame of the rig animation. I've setup a test case, http://jsfiddle.net/7x0nkh0g/3/ , where there's this cube that is being animated and moved by this bone. You can click on the cube to change it's colour between green and red. Clicking only works if you click on the mesh where it was at the first frame of animation. Doesn't canvas picking info casts a ray into the scene and looks for active faces everytime? It appears that it's using the first frame o
  12. Hello everybody! I'm having a problem with armature/rigging/bones animation in Babylonjs after exporting from Blender. There is no animation at all, although the animation is playing in Blender perfectly! I wanted to configure Babylonjs options in Object data like I usually do for meshes, no problem with that. But when it comes to Armature object data, there is a Babylonjs option, but it's empty, no configurable at all. Maybe that's why animation is not playing. But when I downloaded the Blender to Babylon.js exporterIT SAYS: The Blender export plugin supports the following features:
  13. 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); newSc
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