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  1. import { UnderlineText } from './underlineText.js'; let Application = PIXI.Application, loader = PIXI.Loader.shared, resources = PIXI.loader.resources, Sprite = PIXI.Sprite, text = PIXI.Text; let app = new Application({ width: window.innerWidth, height: window.innerHeight, antialias: true, transparent: false, resolution: 1, autoDensity: true }); document.body.appendChild(app.view); let underLine = new UnderlineText(null, [100, 385], null, null); app.stage.addChild(underLine); //app.loader.onError.add((error) => console.error(error)); Above is my index.js file. I have the module cal
  2. 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
  3. Hi, I'm hoping you can share some ideas with me! I'm making web based games with Pixi.js and I'm having a bit of a hard time working with the graphics design team (this is not a developers vs designers issue!). I'm trying to find the best workflow that might help us both do our jobs faster, but I can't seem to find the right tool for it! The designers sketch and build the app in Photoshop, and I work in Typescript with Pixi. So... what we've tried so far was: they sketch up in PS and then generate all assets with TexturePacker, leaving me with a json file which I can easily import into my
  4. When exporting from some 3dmax files, it always report such error: System.NullReferenceException: Object reference not set to an instance of an object. at Max2Babylon.BabylonExporter. isMaterialSupported Did anyone encounter this problem before, and how to fix it?
  5. Hi, I have noticed that there is a difference in displaying .glb files between desktop and mobiles e.g. on Facebook. The files exported from babylonjs.serializers using GLTF2Export.GLBAsync() or 3DS max + Babylon JS plugin has strange reflection despite of specular=0, roughness=1, metallic=0 etc. I have tried many combination with Std and PBR materials and I always have this strange reflection on mobiles. I decided to try Modo and the effect is much better. So probably you have a bug in babylonjs.serializers and 3DS max plugin. I have noticed that in attached file called "babylonJS.glb"
  6. I have a problem I would like to export my single page of phaser game in another ionic page but I have no result and the screen is still white. I have no error on the console I don't know what 's wrong with me
  7. Hello Babylon community, When using the BABYLON.GLTF2Export feature, I noticed that textures I mirror horizontally (via diffuseTexture.vScale = -1) do not change the glTF export as desired. Is this a known / accepted limitation or is there a misunderstanding from my side? Also any workaround is appreciated (so far I mirror the texture again manually after exporting them). Here a playground example to illustrate the problem: http://www.babylonjs-playground.com/#1GXSPK#17 Uncomment line #11 ( = // oStandardMaterialHightlighter.diffuseTexture.vScale = -1;) and compare the export
  8. Hi everyone, I start learning to use your software because he is really interesting and usefull but I encounter a serious problem with blender export animation. So I create some asset and put them little simple, but when I export the file and put it in babylon, all the animation are compiled in one and apply in all the assets; Let me show you with screen shots. As you can see in the first screen the asset have their own animation but in the 2 and 3 screenshot they have all animation of all the assets Is there a solution about that ? I'll be glad if someone
  9. Hello all, I am trying to learn Babylon.js by making a simple game. But I have a problem. Some of the tiles I drew in Max2017 export wrong to babylon.js. Export to Substance Painter using a .FBX works and gives no problems. They are simple models and I don't see any faults, I have attached an image how it looks in Max and made a playground how it looks in Babylon.js, at some angles you can see through the faces to see the parts behind it. http://www.babylonjs-playground.com/#1UQADD#6 Can anybody see what I am doing wrong?
  10. Hello Babylon community, I have been working with the BABYLON.GLTF2Export feature (which is by the way great to have!!!), and noticed an odd behavior of which I am not sure if it is intended. Check out this playground: http://www.babylonjs-playground.com/#1GXSPK#16 It will create a simple scene with a texture and download the following 3 files to your computer: MyFile.gltf MyFile.bin _textures_BJS-logo_v3.png.png So texture image files are renamed during export by their folder path and file extension (in our example from "./textures/BJS-log
  11. My scene meshes partially created uses ribbons. Orange meshes on picture. All meshes displayed good on screen , but when i try to export scene meshes to OBJ file, then ribbons created meshes not export to result file, without errors. Just nothing, except usual created meshes(black/gray on picture) in result OBJ file , after importing uses freecad/meshlab. And file size is tiny (looks like ribbons just not added to export flow). while i try export only ribbons , in import time i see error "no vertex field found" and file include only elements heading
  12. for example i have: html button <button id="objButton" onclick="fileExport()"></button> result of var objtext = BABYLON.OBJExport.OBJ(OBJexport); // this is *.obj file syntax with meshes from scene what syntax should i use inside fileExport function, that popup window savefile in browser? I have syntax with link a href which work , but i need use button, because the program gui with buttons usually, but not with text links. this is a href syntax: function download(text, name, type) { var a = document.getElementById("a");
  13. Hello - can anyone explain how to create a simple blender object with 2 or more animations, for exporting to babylon? I can get a basic animation to work, but more than 1 is a mystery. I can't find any tutorials that explain this. I just want a really simple cube that moves sideways and up and down, as separate animations. Then I'll be able to understand how to setup multiple animations in blender, ready to be used in babylon. Thanks
  14. Hi there, i am currently trying to export just a model from blender using the babylonJS exporter provided on git. The installation worked. In the documentation there is an export property window shown where i can check what i want to export. But i cant't find this window? If i export as babylon there is just written no properties. I tried with Blender 2.79 2.76 2.73 (64/32 bit) and Exporter Version 5.6 and 5.5 The reason for this is that i want to export without the automatic texture bake... Can anyone please help me out? Best Regards
  15. Is there any way to export a babylonjs scene as a gltf rather than the ".babylon" format?
  16. Using latest blender 2.79 and latest exporter from Babylon team: Camera and a cube animated 1-990 frames. On export, two things wrong occur: cube position array is cloned to camera, ensuring camera playback is dead center of cube once returned to blender, all /most keyframes sometimes deleted. As a diagnostic task, I removed the box to only export the camera, which resulted in the camera keyframes being deleted and no file exported at all, resulting in a large diagostic failure log. It appears the exporter deletes the camera and keyframes during export, the
  17. I've been googling around for a week trying to find the answer without much success. I basically have a blender file which I try to export with animation to Babylon.js. First I made the mesh animate in Blender which doesn't work since I use need skeletons to animate. Then I created an armature with a bone and redid all the animations. Now I binded the object/mesh to the bone and the animation looks well and all in Blender. Even when I export the .babylon file I see the `skeletons: []` being defined in the file. But upon importing there are no skeletons included. The connection between the
  18. Hi, Is it possible to control image format export for 3d max materials (force jpg, png for example) somehow? As for physics material (pbr) it produces png right now for me even without any transparency. Thank you in advance.
  19. It would be nice to have Panda 2 editor to be able to export to Cordova, Ejecta or similar frameworks.
  20. Hello, I'm a newbee at babylonjs and I'm currently learning the BJS engine as well as the blender for 3d modelling. I have a problem when I import a .babylon file that I have created in blender. What I want to do is after loading the model, to set an ArcRotate camera to the model. I'm using this propery in order to set the target: var assetsManager = new BABYLON.AssetsManager(scene); var boatMeshTask = assetsManager.addMeshTask("BoatTask", "Boat", "assets/Boat/", "tugboat.babylon"); boatMeshTask.onSuccess = function (task) { model = task.loadedMeshes[0]; model.
  21. Hello, What is the simplest OR best way to get a cube to copy a footIK bone transforms (location/rotation) AND export successfully? When the right foot IK is posed, the cube mimics the transform in Blender, but on export the cube has no animation. How to get the cube to mimic the footIK transform? NOTE: not a case of applying transforms (did that).
  22. How to perfectly set up all possible PBR properties (channels and values supported by Babylon PBR material ) in 3D max such that it exports to Babylon perfectly in a manner that uses the full potential of Babylon PBR materials? (Without requiring to set any PBR properties by code or by using editor.babylonjs.com ) I am basically looking for best workflow method for producing realistic Babylon scenes (which have PBR materials for all meshes) using 3D Max. Any common pitfalls/suggestions/tips ?
  23. QUESTION: What are the minimum steps required to get a bone to export from blender and to be visualized with Debug.SkeletonViewer? Having trouble making a cube add a bone and then export to babylon. After a bunch of variations I see why... there are many steps: Applied: Object->Apply->Location & Rotation & Scale. And ensured Camera Icon is on Armiture (exporting). Weight Painted. Or setParent-> Auto Weights. And added Armiture modifier... still no bones. Tried two different loading types, two different export types (
  24. Does anyone have experience using the Tower of Babel exporter with the Mac version of Blender? My test scenes fail with the following log error (in both Bforartists and the "mainline" Blender app). Is there perhaps a file-writing peculiarity under OS-X? I'm too weak at Python to dig any deeper before reaching out, I'm afraid... [snip] ========= Writing of files started ========= ========= An error was encountered ========= File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/js_exporter.py", line 177, in execute self.to_script_file() File "/Use
  25. Just something to consider... It could be helpful if custom properties could be attached to objects. Currently we're using an additional JSON file to add information on how the objects should behave/render. It does work, but ofc complicates the workflow.
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