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  1. 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>
  2. i have zip file contains multiple obj and mtl files on a node js server i was wondering how load the content of the obj files inside the zip file
  3. Hi everyone, In the obj file, when an object has multi-material, the obj file loader will create several meshes. I want to only create one mesh with multi-material, but got the wrong result: I attached the obj file and the new obj file loader I modified(objFileLoader_new.js ), can anybody help to have a look why it is wrong. It troubled me a whole day now. obj.rar
  4. Hi, i would like to import an OBJ file into my scene and I have got it. However, I don't get change the position and scale of the mesh. ¿How could I do it? This is my code: var loader = new BABYLON.AssetsManager(scene); var edificioB4 = loader.addMeshTask("A2", "", "http://localhost:8080/modelos/A2/", "A2.obj"); BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; loader.load(); Thanks, JuanMa J.R.
  5. 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
  6. Hello! I need to export my objects to obj. I found an example that I could adapt. But I can not incorporate the position of the object in the scene. Any idea? note: I'm a beginner*** BABYLON.Mesh.prototype.exportOBJ = function() { var output=[]; output.push("mtllib savedFile.mtl"); for(var i2 = 0; i2< selectedItems.length; i2++) { output.push("g object"+i2); output.push("o object_"+i2); output.push("usemtl material"+i2); var g = window[selectedItem[i2]].geometry; console.log(selectedItem[i2]); trunkVerts = g.getVertic
  7. Hi everybody ! I'm importing .obj files in my application, and I want to change their color. However, the color seems to be changed when the page is loading, but when it's finally loaded the mesh still has its basic grey material (so while the whole scene is loading we can see the mesh being pink for half a second and then takes back its basic color/texture/material). I've seen something about UV maps etc.. but I checked it in Blender and it is activated when I import into obj. Here's a pg trying to reproduce my problem ( first you will need to help me importing my ob
  8. I have an OBJ that starts like this: v -212.947922 761.461914 28.203093 v -213.405563 766.404602 28.193245 v -214.460007 771.238403 28.648092 v -214.639648 776.197327 28.477924 v -215.033905 781.149658 28.498495 v -215.717438 786.059753 28.729038 I copied the vertices to an array using mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) When I look at vertices[0] I expected to get -212.947922 (the first value in the OBJ file) but it comes up with a value that's somewhere else in the OBJ file. How can I map a value from getVerticesData() to a location in the OBJ file? So fo
  9. Hello guys I have one issue . I unable to import meshes when i using Class () but everything works except for importing meshes. You can see my code here : class Player { constructor(scene) { this.scene = scene; this._skeleton; BABYLON.SceneLoader.ImportMesh("", "", "skull.babylon", this.scene, function (newMeshes, particleSystems, skeletons) { skull = newMeshes[0]; this._skeleton = skeletons[0]; skull.rotation.y= Math.PI; scene.beginAnimation(skeletons[0], 0, 501, true, 1) this.collider = BABYLON.Mesh.Cr
  10. Hello, I'm importing a new OBJ file with the MTL and texture into my scene every 30 seconds. When I import, I dispose of an existing OBJ and MTL, and declare their variable (array) as null. But my frame rate continues to drop as I add and dispose of objects - even though there is only 20 heads at a time in the scene - never more. But my fps drops from over 40fps to under 20fps once I add less than 10 new heads and dispose of an equal amount. I've even forced dispose, but fps still drops. Thanks, DB
  11. Hello folks, i try load an .obj file and modify the material/texture scaling. Loading goes well, but not scaling of the textures When i try to access the material object i get a undefined error. meshes[0].material is undefined, in the screen shot you can see the property is there. I dont know what i do wrong // first param: ["myMesh1", "myMesh2"] // https://doc.babylonjs.com/how_to/load_from_any_file_type BABYLON.SceneLoader.ImportMesh("", "./assets/temp/house/", "restaurant.obj", game.scene, function (meshes, particleSystems, skeletons) { // do somet
  12. Hello, I hope someone knows how to do this - I need to have a scene running, and also a scanner beside it. As scanned heads are added to the scene as OBJ files, I need them loaded and rendered in the scene without disposing of the scene. The paths to the new files must be added to an array. I currently have a test scene online, and am loading 2 heads at the start. Then I have a left mouse event add a new file path and folder to the array - but don't know how to tell the loader to load again from the new path. I can delete any path in the array which has already had an OBJ loaded from
  13. Hi, I´m new to BJS and trying to get along with a 3D visualization for warehouses. The 2D visualization already work pretty well, the coordinates are stored in a DB running on a remote server. Target is to provide a library of rack elements (frames and beams) of different dimensions (height, width, length). I can provide a JSON from server-side Java-application with all the necessary data (rack id, rack type, coordinates, etc.) I´m using OBJFileLoader for importing obj and mtl which works fine as well. This is 2D visualization of a warehouse: Every blue
  14. Hello, I've not been working in BJS for a while now, and am back on a job. I've imported loads of OBJ files into babylon.js, and never had an issue. However, I must have forgotten everything already. I need to have the OBJ file into babylon.js tomorrow, and m stuck. I know it's an idiot issue, but I'm too stupid to sort out why this OBJ won't load. http://qedsoft.com/DEMOS2017/obj_loader/index.html Thanks, DB Or better yet - if I import an OBJ file into Blender, the mesh imports as a completely black material with no texture. How do I correct this? It all imorts fine i
  15. Hey, I have an issue with loading textures using an .obj and .mtl file. There's over 300 textures that need to be loaded in. I've checked the developer console in chrome and it appears that BabylonJS does indeed load them in, but they're still appearing as black textures in the view-port. Check below for image: I've seen that this is a common issue with .obj and .mtl files. Just wondering if anyone actually has a solution for this? Pete.
  16. Hello, I'm looking for a way to change a loaded mesh texture after it been loaded, without fetching new obj file. for example - I have the same chair in different textures, when the user does something I want to change the chair's texture. I can create a different .mtl file for each variant, but is it possible to load just the .mtl file after the obj already been loaded? Thanks, Tomer.
  17. Hi, I am loading an obj file and trying to scale it as shown below. The mesh is loaded but the scaling does not work. What am I doing wrong? var maraca = loader.addMeshTask("maraca", "", "assets/", "Maraca.obj"); maraca.scaling = new BABYLON.Vector3(0.1, 0.1, 0.1); Thanks!
  18. So, with some googling i found this... the problem is, it's in TypeScript (I don't know what this is even)... I don't know how to implement this any time i try using this i get unexpected identifiers. (I also noticed this TypeScript language is really similar to c# lol). So how would i use this... I know this is very nooby but meh
  19. I'm new to babylonJS, so please forgive if this question is stupid. I'd like to use the playground and import an OBJ from my computer into the scene. I've looked at the documentation, but it seems to indicate I need a special loader. The sample of which does not work on my computer/Chrome or IE browser (i.e. https://www.babylonjs-playground.com/#28YUR5) And the other way seems to be to just use playground and use Assetsmanager. But the forums seem to indicate that Assetsmanager is for loading scenes or .babylon file and/or you "simply cant' do that, the OBJ must be on the web")
  20. Any imported .OBJ have this box collisions. How i can set to the object the correct collisions or use the collision=mesh ? Maybe is there any function to force the correct collision in case are bad loaded or something ¿? . I don't know if there is something wrong on my .OBJ, the plugin or simply babylon v2.6 not accept the collision and just draw a box? Here is the .obj i'm using: https://drive.google.com/file/d/0B8vm3FpJ3vqJT1RlNFIxTldLcU0/view?usp=sharing
  21. Hi folks. Can someone please tell me why my tree model "deciduous01.dae" is not loading correctly? It loads, but then it gives an error "BJS - [06:39:35]: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" This is the demo : http://babylontesting.epizy.com/loader/main.php This happens with the OBJ version of the Object as well. http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/deciduous01.obj I also can't get the textures to load. I have them in the same folder... http:
  22. I'm trying to load an OBJ in the playground. There are 2 meshes in the OBJ with exact same number of vertices. This works in normal code when I use BABYLON.SceneLoader.Load() but when I use this special playground technique I get funny side-effects. One of the meshes is twice the number of vertices as the other one: http://www.babylonjs-playground.com/#28YUR5#202 You can see it in the console output. Is there another way to load an OBJ in the playground?
  23. I have encountered a problem with the lighting of my imported obj. Testing models (both lambert and phong materials) both have the same effect: my lighting doesn't work on the loaded models, but works perfectly fine on the default spheres. Directional lights don't work at all (they might as well not exist) and hemisphere lights make a minimal difference on the brightness of the model. I'm not exactly sure if this is a bug, because I read that in the documentation, it states that the obj loader does not support illumination. If that's the problem, then well, does anyone know of a workarou
  24. Hi there, I have one single OBJ file with several objects within. Each element has its unique name. Is it possible to load each object as a single mesh? Tried to do this: var parts = []; obj.onSuccess = function (task) { for(var i = 0; i < task.loadedMeshes.length; i++){ parts.push(task.loadedMeshes[i]); parts[parts - 1].material = uniqueMat; ... } } But it seems that each next mesh / geometry has all previous ones like an avalanche. Loading OBJ with 5 similar spheres as a test Geometry {delayLoadState
  25. Hello, For a test, I download a zip file. I extract files with JSZip. All files are OBJ files. I use babylon.objFileLoader for OBJ files. After extraction, I try to use BABYLON.SceneLoader.ImportMesh with rawData like this : var rawData = "data:" + contentOfFiles; BABYLON.SceneLoader.ImportMesh("", "model.obj", rawData, scene, function(){ console.log("Success"); }, function(){ console.log("PROGRESS"); }); But that's not work :((( I receive this message : importMesh of undefined from undefined version: undefined, exporter version: undefined importMesh has f
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