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  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: https://www.behance.net/Des3DTeam Contact us: Email: des3dteamw@gmail.com Discord: Des3dteam#1619 Skype: Des3D Some of our works:
  2. Hi, I am trying to import an animated character from mixamo.com but without success. I am a developer, not a 3D Designer so I don't really understand what happening ^^ I go on mixamo.com, 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 ct
  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="https://preview.ba
  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: https://geekart3.azurewebsites.net/babylon.html 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 c
  5. Strange flickering on a glTF mesh with DefaultEnvironment www.babylonjs-playground.com/#T7A2L7#3
  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: https://www.babylonjs-playground.com/#070GWA The meshes line up perfectly using the extendSize and centerWorld. But as soon as I start scaling the models, the following happens: https://www.babylonjs-playground.com/#070GWA#1 I tried a few things without any success: https://www.babylonjs-playground.com/#07
  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, th
  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
  11. 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: http://www.yobi3d.com Also check out our interview on The Verge http://www.theverge.com/2014/8/8/5982355/yobi3d-is-a-search-engine-for-3d-models
  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)
  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="http://www.babylonjs.com/hand.minified-1.2.js"></script> <script src="http://www.babylonjs.com/cannon.js"></script> <script src="http://www.babylonjs.com/oimo.js"></script> <script src="http://www.b
  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 fil
  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? http://www.babylonjs-playground.com/#1SVN3I#57
  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
  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
  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: http://www.babylonjs-playground.com/#1SVN3I#23 .babylon: http://runeslots.com/misc/sheep/sheep.babylon .blend: http
  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? http://www.blendswa
  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. http://doc.babylonjs.com/extensions/OBJ 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
  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 rotat
  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 http://www.sitepoint.com/understanding-collisions-physics-babylon-js-oimo-js/ 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 l
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