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  1. Hello, I'm pretty new to BabylonJs. I have created a few simple applications with it. What I want to do in this current project is be able to integrate babylonjs and flask microframework. I am much more familiar with python, flask and sqlalchemy etc. than I am similar javascript frameworks. I had set up some babylonjs code for visualizing a 3D model on a webpage using html, css, and javascipt only. I use ImportMesh to load the gltf (or glb) model into the scene. This works fine as I want. I have been problems migrating this to a flask app format. I tried three different ways and each time
  2. 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" } ],
  3. 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("camer
  4. Say you have a project that loads has a large number of meshes, for example furniture, each with their own (multi)material. Now the actual scene only displays a select few of the loaded meshes according to what the user wants to see (eg. house blueprint). However all the vertices of all meshes and all textures of all materials are loaded into memory, which of course increases the memory consumption quite a bit. I've tried using the meshName filter of the ImportMesh call, but that increases the scene loading time by quite a bit since it will reload and reparse the .babylon file for every
  5. Hello, If there is an existing scene - is it possible to pre-import meshes without starting rendering them (something like isEnabled = false from the beginning)? For example, I would like to be able to load mesh from a *.babylon file into memory. So later, when/if I need it, I just call mesh.setEnabled(true) to make it visible. If I do normal importMesh() - drawing a mesh first and then erasing it feels a little hacky, so I'm interested whether there is a cleaner way?! Thanks!
  6. Hi All, I haven't been active here for quite some time. 1. I want to serializeMesh and all of it children -> save. 2. ImportMesh with all childrens. I have no problem save and load single mesh, but not with childrens. So how I can achieve this? Any idea?
  7. Hello, I cannot get a .babylon file to load using ImportMesh. Please take a look if you can. http://qedsoft.com/DEMOS2017/bjs_loader/index4.html I do receive a console error: But am not doing anything different than I've repeatedly done in the past. Perhaps I'm not identifying an attribute correctly? Thanks, DB
  8. Hi, I have a scene where: - I import several meshes - Then I have code wrapped in `scene.executeWhenReady` Everything runs fine, until I test importing a non existent file. Then `scene.executeWhenReady` never fires, presumably because it never loaded the aforementioned file. I already have a fallback coded, so is there a way that I can ignore this failed import, with regards to `executeWhenReady`?
  9. I tried to import a model through ImportMesh, and it made an error in the console, and mesh disappeared at some part of the camera. url:https://forreall.cn/3ds/app/debugcloud/loader.html?model_hash=ABGW&model_version=1
  10. Hello everyone, I have two questions about the SceneLoader.ImportMesh() function. 1- Does it import objects including their materials or should we do it by ourselves in the callback body ? I tried importing object from a babylon file (generated with 3DsMax plugin including materials) but the Mesh in babylon scene has no mateiral ! 2- The meshes are added automatically to the scene (given as an argument to the importScene function). But I wish to import the objects and then have the control to add the desired mesh with Scene.addMesh(newMesh) Is that
  11. What's the difference between assetsManager and ImportMesh for importing custom meshes? thanks very much
  12. In my application I am loading a mesh using SceneLoader.ImportMesh. The mesh has StandardMaterial with specular color set to (0.05,0.05,0.05) If I load this using babylonjs 3.0 the specular value loads properly If I load this using babylonjs 3.1 alpha the specular value is set to (1,1,1) Unfortunately I am unable to reproduce this in the playground. In playground the specular value loads properly. So I am assuming the mesh specular value is being effected by some other setting in my app I tried changing light type, light color, scene clear color, scene amb
  13. Hi, I've some trouble though debugging so much..I have an obj/mtl file and the mesh and textutre is basically loading well, so far so good. But the texture (png) is an alpha image and this isn't transparent after loading. This is technically OK because there is no implementation inside objFileLoader for this case. I just want to set mesh.material.diffuseTexture.hasAlpha = true in the success-callbak of the ImportMesh-function , but the material isn't bound at this time. So, where to set "hasAlpha=true" , at which time is the material bound to the mesh? Thanks PS: I ca
  14. Hello every one, Thanks you fr your help, trying to import a mesh from blender to my scene but failed... Here's my code : var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh("", "scenes/", "untitled.babylon", scene, function (n
  15. Hi everyone, I am working on a scene that requires import meshes from .babylon file, most of the time I debug the scene on android mobile browser, and I got this error while trying to load the scene in iphone 5 & 6 (ios 10.2.1 up to date)safari browser: Error status: 0 - Unable to load myfile.babylon this is the link of the webpage I have no problem loading the scene on desktop, android mobile browser(chrome, firefox, opera), however, when I try to load the scene on iphone 6, most of the times I encounter the above erro
  16. Hello all, I have a quick question if anyone could help me with. I've set up a scene and imported multiple meshes that were made in 3ds Max and have them positioned where I want them on the scene. It consists of a PC case and all the PC's components beside it. Now I'm trying to implement the drag and drop function so I can click on an imported mesh and be able to drag it into the PC case and position it where it's supposed to be. I tried adding the code from the drag and drop demo from the playground into my code but when I run it, it doesn't do anything. Can I use th
  17. Hi, new to Babylon.js and the forum. I want to use the renderOutline property on the rabbit.babylon model from BONES demo. BABYLON.SceneLoader.ImportMesh("", "models/", "rabbit.babylon", scene, function (newMeshes, particleSystems, skeletons) { var mdl_Rabbit = newMeshes[0]; mdl_Rabbit.position = new BABYLON.Vector3(0, 0, 40); mdl_Rabbit.renderOutline = true; }); It changes the position of the rabbit but it does not render outline. Also for some reason, I could use newMeshes[12] and the rabbit would still display correctly. mdl_Rabbit.showBoundingBox doesn't work either. Over
  18. BABYLON.SceneLoader.ImportMesh not working on mobile devices with no manifest file. babylon version 2.4 from row 3492, after first load manifest with timestamp failed, it initialize another attempt to load manifest without timestamp, but this call will never trigger the error event, thus noManifestFile is never called. TEsted on iOS simulator and real iOS device, not working. If I stopped attempt to load the manifest file and call noManifestFile directly, mesh is loaded correctly.
  19. I import mesh from a json babylon file into BabylonJS with BABYLON.SceneLoader.ImportMesh, I then use scene.beginAnimation(allMeshes[meshName], 0, 100, true); This works well for 1 animation. How can I have multiple animation for 1 mesh ( walking, running, idle, laughing) and use it in Babylon ? In Blender you can give names to the different actions. I searched the docs but didn't found an answer. 1 temporary solution I see, import the same mesh with 1 different animation multiples times, and when we want to start an animation we replace the mesh with the same at the same position ex
  20. Hi everyone, I'm Babylon newbie Problem just as Topic, I have tried importMesh like this: but I can't find where should I upload texture or which fileread type should I get. Thx for help I think my question is not clear, I upload .babylon and its texture at same time. but it comes [Error while trying to load texture] So I was wonder where should I put after load texture to let ImportMesh(method) get,What kind of type should I load (readAsText?readAsDataURL?),how to let ImportMesh to know the textures I upload?
  21. I am wondering if there is a way to scale or resize an importMesh. I need to enlarge the mesh from its original import size. I am currently doing the following, but it has no effect on the size of the mesh: BABYLON.SceneLoader.ImportMesh("", "meshes/", selectedMesh, scene, function(addedMeshes) { // tried this addedMeshes[0].scaling.x = 67; // Also tried this addedMeshes[0].scaling = new BABYLON.Vector3(67, 67, 67); }); Is there a way I can just resize/scale the imported mesh?
  22. Hi All: I'm a game artist from Taiwan.And study coding 2 months. I reference the part "Loading Assets" of the official documentation.Here is my confusion : Q1: I type this code ,but didn't know what does "newMeshes" mean ? The object which i use has two part,one is "hair",the other is "body" . When I type like this" var head = newMeshes[2]; ",the hair is displayed correctly. Did it mean that The numbers in brackets are the ordinal numbers of this object? For example: one object has two meshes that are "A" and "B", So could i define t
  23. It's really weird problem. I have same several .babylon files export from 3dsMax. They are same mesh(plane) but different material. When I call the BABYLON.SceneLoader.ImportMesh function to load these files like below. BABYLON.SceneLoader.ImportMesh("", "./particle/", "01_bullet.babylon", scene, function (newMeshes){ }); BABYLON.SceneLoader.ImportMesh("", "./particle/", "30_bullet.babylon", scene, function (newMeshes){ }); The weird thing is that the second mesh has the same material from the first mesh. The babylon version is 2.2.
  24. The latest commits by DK, labelled as "Keep working on serialization refactoring", on the 2.3 alpha preview release started giving me SceneLoader.ImportMesh error as follow: Unable to import meshes from /location/file.babylon (Exception: TypeError: y.ParseMultiMaterial is not a function)An even more recent commit, labelled as "Serialization/Parsing refactoring done", gave me this instead: Unable to import meshes from /location/file.babylon (Exception: TypeError: y.Parse is not a function)The latest commit as of this time of writing still gives me the above error message. My mesh exported out
  25. I'm pretty fine working with the .babylon file format. Exporter which was developed for Blender 3D editor works perfectly and if to load the exported model using the next code: // won't write the full code// because it was fetched from the playground and it's very standard and worksBABYLON.SceneLoader.Load("", "fileName.babylon", engine, function (newScene) {...works well and WebGL renderer in browser shows my model. But, what if I don't want to load models as static files which must be saved in public folder of HTTP-server ( IIS, Apache, lighttpd, nginx, etc.. ). For e.g. I wanna load a .baby
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