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  1. Hi. I glad to introduce you a new game that was created by our team - it's called Arcade Race and it's a simple racing game where you need to go from checkpoint to checkpoint trying to do it in short time. It's a 3d game but made in old pixel game style like Interstate76 or first Carmagedon . Please don't judge it seriously it's just a fan art inspired by old games. It works directly in browser and mobile devices with friendly controlls. Enjoy. It was made using Verge3D engine in Blender with help of Inkscape and Gimp. Here's a link to the game And some screensh
  2. When I downloaded the "SceneLoader.Append" demo code into my computer, then changed to my own .gltf file and run it on the chrome browser, but nothing was happened. I would be very grateful if someone could help me. By the way, I attached my test code below. <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Babylon.js sample code</title> <!-- Babylon.js --> <script src="https://code.jquery.com/pep/0.4.2/pep.min.js"></script>
  3. Hi there I downloaded Blender 2.8 with the new GLTF exporter. Now i'm stuck and my babylon.js script won't open the 3d model anymore. If i drop the model in the three.js viewer it looks fine, an old model made with blender 2.79 works fine also in babylon.js but the new GLTF (separate) does not. Here's the console of the chrome browser: Thank you
  4. Hi everybody! I am a newbie in Babylon; please excuse me for minor mistakes. I am trying to import multiple objects in .glb format defining their position,rotation and scale. On the inspector, it seems like I am able to do that. I can see the meshes on scene explorer but in the scene I am not able to see although I set the camera position close to the mesh position. In addition, I realized another problem. While the root module has the correct rotation values; submeshes don't. They are assigned also quaternion rotation value. You can find my piece of code attached. I would appreciate if y
  5. I am trying to import in my Three.js project a gltf model exported from Blender. The problem is that, in Three.js, all models materials are black (color: Color {r: 1, g: 1, b: 1}) while originally the mesh is green. I find this topic (http://www.html5gamedevs.com/topic/41196-object-always-exports-black-3dsmax-gltf-export/) that show how to solve the problem in 3dsmax, but how to solve for blender? Here my code in Three.js: var loader= new THREE.GLTFLoader(); loader.load( 'http://localhost/planegeometryeditor/meshes/map/firstterrain.gltf', function(gltf
  6. 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"
  7. Hi, Please provide export Environment Map feature to Maya to GLTF exporter plugin. For my requirements, this feature is a must. (I designed my client side app so generic that it cannot have set environment map per model basis) Are there any plans to provide this?
  8. Hello, recently i met a problem and it really troubles me. I use BABYLON.SceneLoader.Append() to load the .glb file(export from Max2babylon plugin) and it failed. The browser said: "Unable to load from ../BIM/incremental/helin.glb: importScene of undefined from undefined version: undefined, exporter version: undefinedimportScene has failed JSON parse". then i load the .gltf file, The browser said: "Unable to load from ../BIM/incremental/helin.gltf: loadAssts of unknown". It's really wired, huh? After that i use the same project load .babylon file(also export from Max2babylon plugin) cor
  9. hi guys. Im new-comer babylon world! I have a question, I have load glb file, then use Oimo physics. so this glb-loaded Cube starting Let's dancing. why?? plz look this! https://playground.babylonjs.com/#6UZ7BJ#1
  10. I think I spot an issue when importing a gltf file containing instanced meshes. It simply seems to not instanciate meshes, but make copies instead. Here the gltf json showing meshes are correctly exported: and the result (playground link, check the console) same scene exported as .babylon is OK (playground link)
  11. 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!!
  12. 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
  13. 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
  14. I tried to display the following DRACO format glb model with Babylon JS Sandbox. https://github.com/mrdoob/three.js/blob/dev/examples/models/gltf/LittlestTokyo.glb However, the following error occurred and the model was not displayed. babylonjs.loaders.min.js:1 Uncaught (in promise) Error: #/meshes/38/primitives/0: undefined at babylonjs.loaders.min.js:1 (anonymous) @ babylonjs.loaders.min.js:1 Promise.then (async) (anonymous) @ babylonjs.loaders.min.js:1 Promise.then (async) p._loadAsync @ babylonjs.loaders.min.js:1 (anonymous) @ babylonjs.loaders.min.js:1 Promise.then
  15. I converted one simple model in 3DMax 2018 to .babylon and .glb format using standart settings for babylon.js exporter. Then I tried to use it on my webpage, but the same exported .babylon and .glb models looked different, although they were represented by the same code. Babylon format looks predictable, as I imagined it, but the same glb model looks too dark for some reason, even light in scene don't make any difference. Babylon: http://www.babylonjs-playground.com/#A2W7U6 (model https://pycz.github.io/test.babylon ) GLB: http://www.babylonjs-playground.com/#PF7MH0
  16. Hi everyone, I'm quite new to babylon JS and need a small bump into the right direction 😅 Hoping not to fall for the XY Problem here's what I want to do: Going from a model created for Unity, that use special shaders, I want to export these to a WebGL solution. That way I can display these models on any supported browser (even mobile since Unity WebGL is not supported by most) My Approach: Create model in Unity3D with custom Shaders - done Export model to glTF, adding a custom extension to the material that holds all relevant information (specular maps, UV map
  17. We are finally releasing Verge3D 2.5 for 3ds Max – it took longer than we thought, yet the amount of new features that we delivered this time was definitely worth waiting for. In this release are reworked physical materials, support for bipeds and character rigs, animation of material parameters, support for more texture settings, anisotropic filtering and various new puzzles to help creating even more engaging interactive scenarios without coding. Link to the Full Article Link to the Realtime Application Youtube Video
  18. I tried exporting glTF file using Inspector of Babylon.js Sandbox. However, it seems that the polygon is inverted and displayed. The version of Babylon.js is v3.3.0-alpha.11. I think that it is because FRONT_FACE is not CCW but CW.
  19. https://www.babylonjs-playground.com/#SVHR8A I'm trying to create a simple (at least in my mind) scene where I have a ball rolling within the confines of a single mesh "room" I built in blender and exported as .gltf. However, no matter what I do, the ball seems to always go through the imported mesh and hit the ground below (which I kept to make sure the ball doesn't fall forever). Am I doing something wrong? In the playground there isn't a physics engine but locally I've tried cannon.js after reading that it supports MeshImpostors but I get the same result with or without a phy
  20. Strange flickering on a glTF mesh with DefaultEnvironment www.babylonjs-playground.com/#T7A2L7#3
  21. This is a simple runner (walker exactly:) ) made with Verge3D engine and runs directly in the browser. All was modelled in Blender, even texturing in 90% made in Blender: I just set up shaders and light and baked it to texture. In my pipeline I've also used 3ds Max, Krita, Webflow, Gimp and Audacity. The game was made without coding in two weeks by only one artist. Character and most of the assets based on concepts of Vihn Nguyen . Thanks to Forget the Whale for the soundtrack. Link to the game: DIRECT LINK You can also download all source files with mesh, textures and sounds HER
  22. First, animationGroup.setWeightForAllAnimatables works for the UFO file https://www.babylonjs-playground.com/#PSR2ZX#17, but not https://www.babylonjs-playground.com/#PSR2ZX#18. Is it because of the skeleton animation? /** * Start all animations on given targets * @param loop defines if animations must loop * @param speedRatio defines the ratio to apply to animation speed (1 by default) * @param from defines the from key (optional) * @param to defines the to key (optional) * @returns the current animation group */
  23. Hi! I'm doing a custom exporter from a source to get nice and structured glTF models as binary-glTF for my use case in BabylonJS. I modified it so that it comes equipped with the tags for MSFT_lod in place. I found I got it working to an extent with 3.1.1 version and I finally figured out that it's just simulating the loading of higher detail levels. So I checked out the latest as well. Trouble I'm seeing now after modifying the lod scheme in the loader for MSFT_lod, so that it would in fact use the addLODLevel function, is that the meshes that are part of the logical tree don't seem to hide a
  24. QUESTION: How to animate many things? GOAL: review ALL types of Animation Options available. Reduce various animations into Patterns or Templates or MINIMUMS. There are great docs on this... what follows are the practices of each. RESULT: Animation-Type-Templates Examples: - eyes to look at stuff - mesh.lookAt() - a generic low-poly arm to grab stuff: bone animation - scene.beginAnimation() import from blender. - a generic IK arm - constraints - a morphing eyebrow - morph targets (minimum). - inter
  25. I am using Skybox in the sample below. However, it takes a considerable time to display it compared to without using Skybox. It is 4 to 5 seconds to experience. I tried it in the following two environments, but both are felt late. PC1: ThinkPad X260 + Windows 10 Version 1709 (OS Biuld 16299.371) + Intel(R) HD Graphics 520 PC2: Desktop PC + Windows 10 Version 1803 (OS Build 17133.73) + NVIDIA GeForce GTX 660 Is the usage incorrect? I will be saved if you give me advice. https://cx20.github.io/gltf-test/examples/babylonjs/index.html?model=Duck&scale=1 // Skybo
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