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  1. Hi everyone, I am looking for the measurement of the 'idleRotationSpeed' in AutoRotationBehavior. camera.autoRotationBehavior.idleRotationSpeed = 10; is that 'radians per second'? Thanks
  2. Hi, I'm new to babylon environment, and stuck with a problem were i have to save/download latest scene from the render loop. i am using a custom 3D model exported from blender, the customization and texture implementations are works fine, but while saving/downloading the scene i can't find any texture or color which i added to the scene (i can see it in canvas but not in the serialized file). I'm using SceneSerializer.Serialize(scene); method for saving the scene, please help me to fix this issue. PS: I'm using babylon version 4.2.0 (npm package)
  3. This is strictly for educational purposes only Since Flash is pretty much being deprecated in most browsers so is Habbo. Since there's retro versions, most of Habbo's assets are available on the internet. I've been using Pixi for now to create a 2D loading screen, which I did successfully. Then it occurred to me that Pixi is mostly just a renderer, and doesn't support 3D the same way as Three or Babylon does. Problem is that, I found coding of 2D UI elements in both Three and Babylon really difficult compared to Pixi. In Habbo it's really minimal what i
  4. I have multiple camera facing different views. I have set my arcRotateCamera to its target. Is there anyway I can disable the screen panning in the arcRotateCamera component in ReactApp.
  5. Hi, I need some help deciding which is the best 3D web game framework. I'm looking for something that has good mobile support native touch/virtual joystick support preferably. I have worked with playcanvas but there's no good mobile fps example, most of them use a secondary joy stick for camera control and it runs on very low fps on my device ( https://playcanv.as/p/deRCEGms/ ), although it has quite a lot of examples for pc FPS games. I really like playcanvas so if anyone has any examples/templates/ideas to help me make it mobile friendly that would be appreciated. Does an
  6. For my capstone software project we are making the game quarto using reactjs and babylonjs. We have the scene set up, but we are importing multiple .glb files and while they cast shadows on themselves and on the ground, we cannot make the shadows cast from the pieces to the board. I feel like there is something that should be obvious. We have changed the directional light source. We have changed the ability of both pieces and board to cast and receive shadows. We have overlayed a shadowOnly material object over the board itself. Nothing has worked so far. The meshes are created and
  7. I can't find castor.gui.min.js on Babylon's page. Chrome said the page cannot be reached"http://www.babylon.actifgames.com/demoCastorGUI/castorGUI.min.js" Please where can I find it
  8. I'm not sure if this should be posted in https://forum.babylonjs.com/ or https://www.html5gamedevs.com/ so I'm posting on both. I have seen several posts and solutions to similar questions with the blender to babylon exporter (exporter V6.2.0, blender version 2.8) I've exported many animations from 3DS Max, but I'm fairly new to blender. I'm studying the Action editor, but obviously I'm not understanding something very fundamental. Basically, the issue is that the position of objects is different between the animation in blender and the .babylon I've read that
  9. Hi coders, I have a JSON data coming through some API. This data is List of objects. For example... [{ "rackid": "rack_1", "components": { "cpu_nodes": [ { "name": "cn1", "state": "idle", "power_status": "Up" }, { "name": "cn2", "state": "idle", "power_status": "Up" }, { "name": "cn3", "state": "idle", "power_status": "Up" }, { "name": "cn4", "state": "idle", "power_status": "Up" } ],
  10. 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
  11. http://babylonjs-playground.com/#RC9CZ Hello, I'm currently developing a small game and need to rotate a mesh to a point. I want to set the rotation of a mesh to face a specific point in the "3D-Room". I hope anyone can get this cylinder in the playground to face to (0|0|0). Thanks a lot, Josh
  12. Hi there, I am a total noob when it comes to Babylon but I am trying my best here :D. I cannot find an example of how to make an imported mesh (using BABYLON.SceneLoader.ImportMesh )transparent. I have played around with couple of examples with spheres and changing their alpha and sphere that have a texture assigned to them and then changing it to be transparent, but how does one do this when the file that you are loading using the importMesh is a Babylon file with all the textures, when I use mesh.material.alpha = 0.5, it makes the material transparent but the texture just go
  13. Hello, BabylonJS is fantasic. Thank you mr @Deltakosh and mr @davrous. Research: Augmented Reality making rapid advancements this year. GIS AR, Multi-Marker AR, TableTop AR - 3D on flat surfaces... Happening fast. Babylon is my 3D home. So I must ask: Is AR porting a priority for upcoming versions of BabylonJS. And if not, can it be? I looked at wishlist and roadmap. Found milestone/5 with no mention of AR: https://github.com/BabylonJS/Babylon.js/milestone/5 Here is link with history I'd follow: https://uploadvr.com/ar-js-efficient-augmen
  14. Hi, I'm building a crowd simulation (using Aggregate Dynamics for Dense Crowd Simulation, if it meters) and as for now I have 100 moving agents and one target in the middle. What I'm trying to do is to create a heatmap so I can see and analyze which paths are the most common for them to use, any ideas how to do it with Babylon? I'm quite new to it, this is my first project using Babylon, maybe there are some build in tools for that purposes? Tried to google it but no success. Thanks for any kind of advice!
  15. Hi) I use this example https://www.babylonjs-playground.com/#72C7CT#3. But in this example we have all trajectory in first step. I tried to change this example for my question: https://www.babylonjs-playground.com/#X0MDYG. In this example I see animation of the last segment of my all path. How can I change this situation and see animation from my first point to the last. This situation occurs when we initially do not know the entire trajectory. We only know the current and previous trajectory node. Could anybody help me?
  16. How can I add a Texture to the following sample https://www.babylonjs-playground.com/#4GBWI5 I tried the following code: mat = new BABYLON.StandardMaterial("", scene); mat.diffuseTexture = new BABYLON.Texture("textures/texture.jpg", scene); // mat.diffuseColor = new BABYLON.Color3(1, 1, 1); //mat.diffuseTexture.hasAlpha = true; build.material = mat; I get the following error: .WebGL-0x7f8fa201c400]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
  17. Guys, I need help. How to turn the mesh towards the point given by the vector? What method of rotation is needed here? Rotations is my weakness..
  18. Hello! I've been dabbling in Babylon for a month or so now, and things are going well, but I'm getting caught up on this one problem: I have several avatars in a row. They all have jetpacks, but there should only be one active any time. I've parented the emitter fountain objects to each of the avatar's hip bones and then offset it so that it's behind the avatar roughly in the location of the jetpack on the mesh. It works fine for the avatar at (0,0) but the fountain doesn't seem to move when i translate each of the avatars into their final positions Isn't that what parenting does? I
  19. Hi : I am new beginner of Babylonjs , I want to load a mesh(.obj) by typescript. Here is my code (run in playground): class Playground { public static CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): BABYLON.Scene { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera
  20. i have issue in 3d analog clock i have export 3d watch from blender everything done just need to work on clock function my also fucntion is also done but its not working like clock please check the video and help me out and i have this code for clock function all Object piviot point is center but clock function not working perfectly please Check and help me out please scene.registerBeforeRender(function () { var date = new Date(); var hour = date.getHours() % 12; var minute = date.getMinutes() ; var second = date.getSec
  21. It looks like the gltf format allows for "extra" attributes to be included in the file. Below is a link to the gltf issue that talks about it and a screen shot of the gltf file after export with an extra. Does the babylonjs gltf loader pull that info in? I don't see it the mesh anywhere. Link to comment https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/15 Thanks!!
  22. Hi guys! I need help to understand what is wrong or missing, or what I don't understand Have a scene in 3ds max 2018 with objects. I created physical materials with base color map only. Very simple texture. I need to export my scene into gLTF format. The problem is my exporting window doesn't have a checkbox "copy textures to output" like it shown in tutorial here https://doc.babylonjs.com/resources/3dsmax Instead of this I have two checkboxs "write texture" and "overwrite texture". So when I'm trying to open saved gLTF file I have a mistakes about missing files with textures.
  23. Hi, I am using Babylon.js with HTC Vive and WebVR and I want to pick a point on the mesh (this.wallMesh) with controller ray. I don't want to use default VRHelper interactions. I expected that this code should work for it but it seems that there is wrong rotation because the rotation of the device behaves totally weird. Do you have some tips on how to fix it? Thank you a lot. const pickMesh = BABYLON.Mesh.CreateSphere( 'pickMesh', 5, 0.1, this.scene, ); const ray = new BABYLON.Ray( BABYLON.Vector3.Zero(), BABYLON.Vector3.One(), 100, ); this.scen
  24. My question has to do with how to generate a vector from a point to the nearest point on a plane. If I have a mesh moving inside a box, I want to know the distance and direction from the mesh position to each side of the box. I understand that would be a vector perpendicular to the plane that intersects the point. Does Babylon have a method that will do that for me? TIA
  25. Hey blokes, Any tips on running Babylon smoothly in fullscreen (desktop)? The scene I'm working on isn't too heavy ~30K vertices. The framerate is generally acceptable (45-60). Yet as soon as the window is resized to fullscreen the scene crashes! The crash happens on retina displays only (I've set engine.setHardwareScalingLevel(1);). On non-retina, there's no crash but performance drops dramatically.
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