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Found 2 results

  1. Hi folks. Can someone please tell me why my tree model "deciduous01.dae" is not loading correctly? It loads, but then it gives an error "BJS - [06:39:35]: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" This is the demo : http://babylontesting.epizy.com/loader/main.php This happens with the OBJ version of the Object as well. http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/deciduous01.obj I also can't get the textures to load. I have them in the same folder... http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/ view-source:http://babylontesting.epizy.com/loader/app/main.js line 180 is where LoadEntity ( ) is called inside http://babylontesting.epizy.com/loader/plugins/BabylonLib/BabylonLib.js , is where the function LoadEntity ( ) is created on line 138 --------------- I just want this model to load correctly... Thank you all so kindly! <3 Mythros
  2. I'm using ThreeJS and I've created a basic scene in which I've imported some objects from a dae file. Everything is going great except when I try to apply a basic box body to an imported mesh with CannonJS. If I create a cube with code and apply Physics to it, it works fine. But, if I try and added Physics to an imported model it seems that the bound box shape for the Physics is to big (I'm guessing that's what it happening). Here is the scene: http://filmsbykris.com/tmp/cannonjs/ You will see that the smaller boxes and the large ground box, seem to work just fine. But, the larger box seems to be floating. I've set it to flip every 2 seconds just so you can see how it's moving. The function I've put together this function to apply the physics. (I'm guessing that this is where the problem is) function addBoxPhy(obj){ var mesh = obj.children[0]; if(mesh.type == "Mesh"){ var halfExtents = new CANNON.Vec3(.5,.5,.5); var boxShape = new CANNON.Box(halfExtents); var boxBody = new CANNON.Body({ mass: 5 }); boxBody.addShape(boxShape); world.add(boxBody); boxBody.position.copy(mesh.position); boxMeshes.push(mesh); boxes.push(boxBody); daeBox = boxBody; } }I've been trying to figure this out for a day or two now. Any help would be great. Thanks
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