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Found 4 results

  1. Hello! So this is weird.... I've got a rigged character in Blender that I want to duplicate so that I can animate a scene with two characters interacting. The issue I'm having is that when I duplicate that mesh in Blender (by selecting both the mesh and the armature and pressing Shift + D) and export it, the duplicated character is rotated differently in my BJS scene than it was in Blender. If I rotate the duplicated mesh 45 degrees (along the Z axis) in Blender, then export it to a .babylon file, it renders as being rotated 90 degrees in BJS. Rotating him 90 degrees in Blender gets even weirder: the mesh starts rotating along a different axis. And if I rotate him further then he starts doing all sorts of crazy acrobatics. Here's a few screenshots of what I'm talking about: Any ideas why it's rotating like this or how I might fix it? I have a hunch it's something to do with how I duplicated the mesh (maybe Shift + D was a bad idea? Is there a better way to duplicate this rigged mesh?) but I'm a newbie to Blender and BJS and I'm at a loss here. My log file didn't return any errors when I exported the .babylon file too, for what that might be worth. I'd be happy to attach the .blend and .babylon files too if that'd help diagnose it, just let me know! As a side note, I've been lurking these forums for a while and its incredible how helpful everyone here has been. Your answers on all these countless old topics has helped me get this far, I feel like I already owe you guys big time.
  2. Hi everybody: In order to implement with BJS a kind of joystick behavior simulation, that is a cylinder-like object which remains always fixed in one of its endings, and is free (draggable) in the other one, I'm doubting about what could be the best approach: to do all the thing with basic BJS maths; to use a transparent constraint-like sphere, with a radius equal to the length of the stick, so I can detect the picking intersection with the sphere and to orientate the stick accordingly (longitudinal axis) as I dragging it; to use a physics-engine, maybe with a distance Joint (is this an overkill?). Any help?
  3. Ok so Ill start with a quick example: https://i.gyazo.com/8ff58e047c8938dcf508b63bc18147bb.mp4 I start the example with a stationary swing and then proceed to swing while spinning. The station swing is perfect and smooth with zero jittering. The swing while rotating creates a horrible jitter effect. Right now the character is as follows: Base empty sprite holding everything. This only moves x and y. Bodyholder sprite is holding the characters body and is child of the base LeftArmHolder sprite is holding the left arm and is a child of the base RightArmHolder sprite is holding the right arm and is a child of the base I have tried a tweening the arm holders, which works well for static swings, but creates jittering while the character spins and swings. I have tried grabbing the body holders angle and applying the swing angle on top of that (body.angle + requiredSwingAngle). The result is the same as the tween. I have also tried creating an addition arm holder to act the base for both arms and make it a child of the body holder. The result is the same as the tween. Does anyone have any ideas on how to create a nice smooth sprite orbiting animation (backwards and forwards) whilst the parent sprite is rotating?
  4. Hi all! I searched the forum but did not find an aswer. I'd like to rotate a mesh on drag. It would look pretty much like if I was using and ArcRotateCamera, but I need a fixed camera. As anyone tried something like that yet? Another option would be to attach my background to the camera and copy the rotations, making it look like the background is fixed, but I can't make it work. Any ideas would be amazing! Thx a lot!
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