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Found 26 results

  1. Introduction: Hi everyone I'm 3D Modeling, rigging and animation artist with 5 years experience game industry(Mobile, PC). If you are looking for 3D artist or animator for your project. Please contact me and i would make your project to the next level. Service features: Character designs 3D modeling, texturing 3D rigging and animation My porfolio: Contact us: Email: Discord: Des3dteam#1619 Skype: Des3D Some of our works: Some item stuffs
  2. Hi, I am trying to import an animated character from but without success. I am a developer, not a 3D Designer so I don't really understand what happening ^^ I go on, select a character and an animation (walking) I check "in place" animation", export with ".dae" extension, 24 frames/s, uniform key frames reduction, with skin, and finally download the the character (zip), I import the .dae in Blender, then export it with the BabylonJS exporter I go an error in log : can't export because of armature I read I just have to ctrl+A in Blender then scale => indeed, after that, the export is working, but it breaks the animation If I continue, load the .babylon in babylon I see the character loaded, with textures But... animation make absurd things, the character is not "moving in place" but totally go away It is not a direct Babylon problem : the problem is this "ctrl +A > scale" that breaks the animation. My question is simple : after imported the .dae in Blender, what I have to do to export it correctly, with animation, in .babylon format ? My goal is just to load ANY animated character in BabylonJS, ideally, a character moving, jumping, and crouching. That could be another question : how to get many animations from mixamo in a single export ? I understood we then just have to select frame index and play the good animation. So, loading few times the same character for different animation seems not very smart ^^ Thank you for your help
  3. Can anyone please tell me if it is possible to load a *.glb file off a local drive with Babylon.viewer.js? Note: I have a valid glb file I named part2.glb... and it works fine to display locally in the Mixed Reality viewer in Windows 10... and also up in Remix 3D community models page. However, when I try to open it off a local drive with the simple 2 line HTML syntax (see below) I receive an error in the browser page display "Error loading the model". <head> <title>Babylon.js Viewer - Display a 3D model</title> <!-- <script src=""></script> --> <script src="C:\Babylon.js\Babylon.js-master\dist\viewer\babylon.viewer.js"></script> </head> <body> <!-- <babylon model="" templates.main.params.fill-screen="true"></babylon> --> <babylon model="C:\part2.glb" templates.main.params.fill-screen="true"></babylon> --> </body>
  4. Apologies for the rookie question but I am new to 3D graphics and to BabylonJS. I have successfully created a model from custom meshes through the Babylon APIs. The model displays but parts of it disappear and reappear depending on the relative position of the model and the camera. Here's a sample: If you watch the model rotate you see pieces appearing and disappearing. You can also move the camera position and see the same issue. The meshes in the model do not change, they are only generated on load. I am digging in to see if I can solve it but any pointers as to what may be wrong would be welcome. Enrique
  5. Strange flickering on a glTF mesh with DefaultEnvironment
  6. Hi, has been a while however I started a new project using BabylonJS, where I'm importing a model from Blender into a scene, now for some reason I cannot get it to cast a shadow. I added a cube next to it and it does cast a shadow, I'm also adding both the cube and the model to the renderList of the shadow generator.. Any ideas or suggestions what I could try or why it wouldn't work?
  7. This has been bugging me for some time now. I'm trying to recreate an imported mesh(box) using the MeshBuilder and the boundingInfo of the imported model. The issue happens when I start scaling the model(In 3Ds Max). Look at the following example: The meshes line up perfectly using the extendSize and centerWorld. But as soon as I start scaling the models, the following happens: I tried a few things without any success: Can this be done without any matrix magic?
  8. Hi Everyone, I was stuck in modelling. when i use 3d model of unity and then i was converted it to babylon file using 3ds max. but sometimes in rendering the model will be look like image below. Anyone know why it is happening to me
  9. Greetings! I had an idea for the organization to move the camera when the cursor to a specific side of the screen, for example - have brought the cursor to the top of the screen, the camera moves up. Brought down - the camera moves down. But I do not know how to organize it. There is another problem with importing models from 3ds Max 2015 models do not rotate absolutely nothing, no one axis. Tried already and simple rotation, and rotation directly in 3ds Max. Even tried to change the angle of the file .babylon. Nothing changes. Blender model of spin, but their appearance does not suit me, the model curve. Also wanted to ask. Is it possible for someone to ask for help (direct support), can somebody help me a little bit in the course of writing my project?
  10. Hello community, i am new here, because i have any questions about blender + babylon.js I want to create a game (oh, really ? :D), write the logic in JavaScript and the design stuff in blender. Now i am an point i dont know how to group objects in blender, so in can use them in babylon.js I am great in Webdevelopment but terrible in blender (no experience) I am able to add stuff like tubes, cubes, etc. but not shure about how to group them so babylon.js can create meshes out of the groups. It seems to babylon.js create for every item (cubes, tubes, ...) i add in blender a new mesh. I want that when i group things, that only for the group are meshes created. (See screenshot) BTW i export every thing as *.obj And (for this point not necessary), how can in group, groups to an whole "item", like an building, car, or something else ? Thanks guys!
  11. Yobi3D

    3D model search engine

    Hello all, we launched a 3D model search engine, which finds 3D models on the Internet with simple keyword search. The models can be previewed right on your browser without any plugins! (Chrome and Firefox recommended). Here's the link: Also check out our interview on The Verge
  12. Hello I am still somewhat new to Babylon and i'm having the following problem. I am loading an .obj model into my scene and I wish to apply a standard material onto the meshes, after the model has loaded. But my problem is, that the materials are not applied in the success callback. I have a button to maually apply the materials and it works fine. document.getElementById("applyMaterials").addEventListener("click", function(e) { var meshMaterial = new BABYLON.StandardMaterial("meshMaterial", scene); meshMaterial.backFaceCulling = false; meshesGlobal.forEach(function(element) { element.material = meshMaterial; }, this); }); I have tried my code in the playground with the skull.babylon model and it works fine. Am I missing someting? Thanks!
  13. Hi, sorry for stupid question probably, but is model size affecting performance, lets say I have small model and camera is 3 units from it and big model with camera 100 from it. Will performance be different for them or its doesn't matter how big model is exported fro 3d max.
  14. Hello, i've been trying to load a scene from my github, but it doesn't load anything <!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=""></script> <script src=""></script> <script src=""></script> <script src=""></script> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none; } </style> </head> <body> <div id="canvasZone"> <canvas id="renderCanvas"></canvas> </div> <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var scene = new BABYLON.Scene(engine); if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("", "Sponza.babylon", engine, function (scene) { // Wait for textures and shaders to be ready scene.executeWhenReady(function () { scene.activeCamera.attachControl(canvas); // Once the scene is loaded, just register a render loop to render it var sphere = BABYLON.Mesh.CreateSphere("sphere1", 16, 0.3, scene); // Move the sphere upward 1/2 its height sphere.position.y = 1; scene.onPointerDown = function (evt, pickResult) { console.log(pickResult); if(pickResult.hit){ // if the click hits the ground object, we change the impact position if ( = "sphere1") { sphere.dispose() } } }; engine.runRenderLoop(function() { sphere.position.z -= 0.002; scene.render(); }); }); }, function (progress) { // To do: give progress feedback to user }); } engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); }); </script> </body> </html>
  15. Hello everyone, I am working on a game project using BabylonJS (thank you for your hardwork on this amazing framework!) and using Blender to create model. I've been following this guy to create model and animation for my character: After I was done and ran the animation in BabylonJS, the model was fucked up and stretched everywhere unlike in Blender. I've looked for a lot of similar questions in the forum but still can't solve it (set LocRot, scale to 1, loc and rot to 0,...). Can you guys help me figure out what is wrong with the blender file? Blender file: Babylon file: This is the model from the guy above, if you can find the problem with this file, I can fix it on my (terrible) model too. You can drop the babylon file in sandbox to see the problem since I checked the autolaunch animation box. Thank you all! P/S: The file doesn't come with a texture sorry, it's not really important though.
  16. I'd like to tint a model to black with a certain amount of transparency, let's say 60%, in a way that you'll be able to see the model's texture beneath the black tint, at 40% clarity. I created a material with black diffuse color, and applied it to the model's meshes. It is pitch black though, is there a way to make it only 60% tinted?
  17. The scene: I have a scene with 21 textured very low poly (300-400 poly count) models with skeletons and animations. Out of which I null the skeleton of 20 of the models, in order for bjs to avoid calculating their bones. (done to increase performance) Whenever I'm playing the animation of any of the 20 models (happens seldom), I'm temporarily setting their skeleton back for the period of the animation. The remaining model plays animation in a loop. I have a pretty strong computer (runs latest hardcore 3d games). The problem: The game mostly runs very smoothly, but in the beginning, I suspect before each model was visible on the screen and/or each animation was played for the first time, or something of the sort, there are a few freezes. A freeze is mostly 0.1-0.3 seconds but can even get to 3-5 seconds. After a few of these freezes occur (typically 2-3 freezes after game initialization), the game keeps playing smoothly with no more freezes. Throughout the game different models are displayed, but always in the format I displayed above (20 mostly with no skeleton, seldom play animations, 1 plays animation in loop). I'm suspecting the reason behind these freezes is garbage collection - which for some reason happens only a few times and then stops. Could bjs be doing lazy initialization of certain things only when they need to be used and after each initialization which happens on the run there's enough garbage to trigger a garbage collection? e.g. bjs initializing certain things only before playing an animation for the first time. Such a thing would explain the freezes. Hopefully I gave you enough info to solve this without a PG / profiling.
  18. I'm changing the texture of a model in runtime by creating a material with diffuseTexture and setting it as the material of all meshes related to the model. I have 2 questions about that: 1) mesh.material is null before I set it to the material I created (even when I test it seconds after initialization), and the model's texture is still rendered. It leads me to believe the mode's texture/material is set somewhere else, and mesh.material simply overrides the original place. What is the parameter that contains the texture/material of the mesh? I wasn't able to find it when I went over a mesh's properties in the dev tools. 2) The material with diffuseTexture I create in runtime is "shiny" (reflects light more I guess?). The puppy on the right is the result of the original material before my intervention, as specified in the .babylon file - this is the result I'd like to achieve. The puppy on the left is the result after I set the material of all meshes to the one I create in runtime - the "shiny" one. Here's some relevant info from the .babylon file: "materials":[{"name":"puppy.puppy_mat","id":"puppy.puppy_mat","ambient":[1,1,1],"diffuse":[0.8,0.8,0.8],"specular":[0,0,0],"emissive":[0,0,0],"specularPower":12,"alpha":1,"backFaceCulling":true,"checkReadyOnlyOnce":false, "diffuseTexture":{"name":"puppy_01.jpg","level":1,"hasAlpha":1,"coordinatesMode":0,"uOffset":0,"vOffset":0,"uScale":1,"vScale":1,"uAng":0,"vAng":0,"wAng":0,"wrapU":1,"wrapV":1,"coordinatesIndex":0}}] Which parameter is responsible for what I'd like to achieve (making the material not "shiny") and how/where do I set it in runtime?
  19. I'd like to be able to choose whether to use or ignore a skeleton, assuming ignoring a skeleton will improve the performance. (each bone reduces the performance as far as I understand, even when no animation is played) The purpose is to use the skeleton during the model's animation, and ignore it when no animation is played. Is such a thing possible? Will it improve the performance or is it already optimized in bjs core?
  20. I have a blender model which seems to have been exported to .babylon with no errors (1 warning regarding no active camera which can be ignored). It is not rendered when I try to load it into bjs. On blender everything seems fine - model, texture, rig, animations... What am I missing? If you'll change the model variable in the PG from "sheep" to "croc" you'll notice everything works well, thus eliminating the possibility of a script malfunction. PG: .babylon: .blend:
  21. I'm trying lately to look for models which can be exported from blender to babylon correctly, which seems like an impossible task, because I get errors when trying to export to babylon almost every model. It happens due to authors not creating their models meticulously as far as I understand. Although it is a bit weird that almost all models are not created properly. (unless there's something else I'm missing) I did manage to export to babylon properly 4 models, out of almost a hundred I tried. Anyway, can you please help me fix this model? If you could also help me understand what things I need to look for in order to fix broken models, take into consideration that I'm completely new to Blender.
  22. I'd like to load into BJS a 3D model (e.g. a chicken) created in a 3D software (e.g. Blender), and then display it in my scene. The OBJ extension's demo seems to be loading a bundle of meshes that are grouped together to make one big model (if I understood it correctly), e.g. face mesh, body mesh, etc. I'd like to be able to load one unified small file size mesh. What's the best way to do it? Would I have to use an extension for that? Would you recommend loading an .obj file or a .babylon file? Does it depend on the case? Are there any free downloadable model ready for experimentation in BJS?
  23. Hi, Is there any way to enable debuging cannon.js physics collision? I would like to know if ball fall through model somewhere if there is a problem with model or physics (mesh/sphere collision). Is there any tool/way to check or validate model if it is ok or optimal ok for physics collision in game engine(babylon.js). For me it is strange that ball fall through model every time on same place. If I play slowly on that place ball also fall through model. On that place there is no special things (more vetrexes or double faces strange edges or normals model is bake-ed rotation and scale...) everything looks ok with model. Sometimes I remove this section of model and replace it with another and after that physics works well on that place of model. I think that there is a problem with blender or addon exporter for babylon. Is there any tool or how can I validate model if it is ready and OK for game engine and mesh collision ??? Is there any way to enable physics collision (cannon.js) debugging (in babylon)? Is there any advice what is the best way how to develop model and ball they works the best with physics collision??? greetings
  24. Hi, can we get source file of .blender of espilit example. Is possible to get .blender file of Espilit example which demo is on this page I would like to see how is model created in blender. So can we get .blender file of room which is loded from above demo? Greetings
  25. I have problem with physics and mesh impostor with sphere. I create some componets in blender. And add each component texture. I create pathMesh from components. (pathMesh have multi materials and textures because each component has its own material and texture) If I load babylon with sandbox it load OK (but sandbox doesn't have pathMesh.bakeCurrentTransformIntoVertices(); . If I have pathMesh.bakeCurrentTransformIntoVertices(); in loop then pathMesh is loaded without textures and physics works OK. If I remove pathMesh.bakeCurrentTransformIntoVertices(); then pathMesh is loaded correctly with textures, but physics doesn't work as it should. var pathMesh; meshTask.onSuccess = function (task) { for (var i=0; i<task.loadedMeshes.length; i++ ){ var newMesheI = task.loadedMeshes[i]; if ( == "Path" ) { pathMesh = newMesheI; pathMesh.checkCollisions = true; pathMesh.bakeCurrentTransformIntoVertices(); // this line works ok with physics but pathMesh doesn load correcly with textures pathMesh.pBody= perplexus.setPhysicsState(BABYLON.PhysicsEngine.MeshImpostor , { mass: 0, friction: 0.4, restitution: 0 }); } ... I need pathMesh.bakeCurrentTransformIntoVertices(); and correcly inported pathMesh with its textures? Can anybody help me solve this problem? Any advice? What should I do? Am I missing anything? Greetings