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  1. I am getting the following errors when calling ImportMesh. BJS - [14:34:00]: Unable to import meshes from data:# Blender v2.79 (sub 0) OBJ File: '' : importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse I am using beta 1 version of Babylon and loaders because of babylonjs.loaders.module.d.ts with 3.2.0-beta.3 reported Following code give me the error import * as BABYLON from 'babylonjs'; import 'babylonjs-loaders'; uploadSaveFiles(files: File[]) { files.map((file, i) => {
  2. Hello, recently i met a problem and it really troubles me. I use BABYLON.SceneLoader.Append() to load the .glb file(export from Max2babylon plugin) and it failed. The browser said: "Unable to load from ../BIM/incremental/helin.glb: importScene of undefined from undefined version: undefined, exporter version: undefinedimportScene has failed JSON parse". then i load the .gltf file, The browser said: "Unable to load from ../BIM/incremental/helin.gltf: loadAssts of unknown". It's really wired, huh? After that i use the same project load .babylon file(also export from Max2babylon plugin) cor
  3. I've been working on an open world project that involves a lot of loading and unloading of assets. (A virtual museum of Earth history.) SceneLoader.LoadAssetContainerAsync() seems to be the only means of tracking which and when new assets have been loaded, as SceneLoader.LoadAsync() returns only the current scene. Where I'm running into trouble is the end of the life cycle. AssetContainer does not have a dispose() method. My attempts to manually create one have thus far ended in halt & catching fire. The removeAllFromScene() method will dispose of the assets* but I'm still left with a
  4. I think I spot an issue when importing a gltf file containing instanced meshes. It simply seems to not instanciate meshes, but make copies instead. Here the gltf json showing meshes are correctly exported: and the result (playground link, check the console) same scene exported as .babylon is OK (playground link)
  5. Hey guys, Has anyone had any luck packaging up a Babylon scene inside a Cordova app? The problem I'm having is apparently path related: I get the error message "Error status: 0 - Unable to load..". Everything works fine on the webserver though.
  6. Hey, I'm currently successfully loading glb files through the `BABYLON.SceneLoader.ImportMeshAsync('', rootURL, filename, scene)` method. I was wondering if (for loading times) it was possible to import meshes from a zip file containing the glb one. I could unzip and get the GLB file but, all I have is it's content but not its path. Is there a way to provide ImportMesh or ImportMeshAsync the content to load instead of its path ? Thanks in advance !
  7. Hi Everyone, i have doubt in progressHandler using importmesh BABYLON.SceneLoader.ImportMesh("", "assets/", "meshes.babylon", scenes, function (newMeshes, particleSystems, skeletons) { obstacleBig = scenes.getMeshByName("terminal"); obstacleSmall2 = scenes.getMeshByName("sky_bin"); obstacleSmall = scenes.getMeshByName("round_planter"); coin = scenes.getMeshByName("Coin"); boostObj = scenes.getMeshByName("Boost"); floor[0] = scenes.getMeshByName("Platform001"); floor[1] = scenes.getMeshByName("Platform002"); stLamp =
  8. What is the best way to get the results--the appended bits--from BABYLON.SceneLoader.Append() ? The function for a single model, BABYLON.SceneLoader.ImportMesh(), and the function to load a new scene BABYLON.SceneLoader.Load(), both return their result, but Append() seems to only return the existing scene. I believe I understand the concept in this thread--mark everything that's already loaded before calling BABYLON.SceneLoader.Append(), at which point everything that's not marked can be assumed to come from the file load. The trouble is, if multiple files are being loaded, there's no gua
  9. Greetings all, I am have been a 'C' and Assembler systems coder for over 35 years. I am retired now and I want to try my hand at writing a game. I have been reading the documentation a great deal as well as looking at many examples. I have also been in communication with Dad72 who is a member here. He has been very kind. That being said I have some questions regarding the mechanics of Babylon.js. I am a real noob when it comes to this framework as I have always programmed 'on the wire' and never used a scripted language that is not strictly type cast so please forgive my ignorance.
  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. Hi, I've got a problem with loading scene with .babylon extension. I making project in .NET Core with BabylonJS addon and I got a problem with this script: // Get the canvas element from our HTML below var canvas = document.querySelector("#renderCanvas"); // Load the BABYLON 3D engine var engine = new BABYLON.Engine(canvas, true); // ------------------------------------------------------------- engine.enableOfflineSupport = false; var scene = new BABYLON.Scene(engine); BABYLON.SceneLoader.Load("./js/", "babilon_blender.babylon",
  12. Hello. Is there a way to interrupt/stop BABYLON.SceneLoader.load ?
  13. 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
  14. I have an existing scene made in Babylon.js (scene1) I have a `.babylon` file (scene2) I want to append to scene1. Before appending scene2 to scene1 I want to do some operations on the meshes of scene2. `BABYLON.SceneLoader.Append` just immediately dumps everything from scene2 into the scope of scene1. This is not helpful. I have a lot of meshes in scene2 and scene1 with dynamic names so it's a lot of work to manually go through the merged array and look for the meshes that were in scene2. I was hoping I could use `BABYLON.SceneLoader.Load` for this. Load scene2, iterate over the scene2 m
  15. I think I've come across a bug with how SceneLoader handles positioning. Not sure yet whether this is BJS 2.4, or the FBXExporter code that is being used to generate a .babylon file from the FBX that I exported from Blender. When I load this file: https://drive.google.com/open?id=0BzfS-gwTfPBtMFp1bzg5N1BLOWM using BABYLON.SceneLoader.load() I can't get the correct BoundingInfo for the lower equalizer bars (38_EQBars001); it provides the same bounding info as the upper equalizer bars (37_EQBars002). e.g. for (i = 0; i < myScene.meshes.length; i++){ mySc
  16. Have any of you bumped into this issue: My BJS project works fine on Desktop (chrome and firefox), mobile (android devices) but when I view it on desktop Safari and iOS Safari it doesn't work and is throwing cross domain errors.
  17. I can't seem to load a babylon mesh into my scene from my server. I am familiar with the playground, but my version appends appends manifest?unixtimestamp to the resource url I provide and I get a showstopping GET error. My console reports I have a version of skull.babylon on the server but the url appended with .manifest?unixtimestamp returns a 404. I find the SceneLoader documentation a little confusing, with lots of repeated text. https://doc.babylonjs.com/classes/2.3/SceneLoader My questions: How do I get rid of the GET error? How would you code this up if y
  18. I have loaded a scene exported from 3ds max. The scene includes skeletons and an animation and plays on load. If I serialize the scene and load the saved scene I do not see an animation. I can see that the loaded - serialized scene's meshes do have arrays of animations. However, scene.Animatables is empty - whereas in the original this was populated. Is there anything I can probe to see whats going on? Perhaps I am just missing a function to start all the animations?
  19. I follow a Microsoft tutorial to show a scene that I exported from 3ds Max. The tutorial link is: https://blogs.msdn.microsoft.com/eternalcoding/2013/06/28/babylon-js-how-to-load-a-babylon-file-produced-with-blender/ The Babylon scene can be seen on the Sandbox, but not offline. Here is my page code: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Using babylon.js - How to load a scene</title> <script src="babylon.js"></script> <script src="hand.js"></script> <script sr
  20. Load a scene from a file, serialize it and count the number of materials in the serialized string. You will see that the material count in the string is double the count in the file. Serialization doubles the count. I checked the code and I think it has to do with the way the loader and serializer work together. Loader, while loading, loads each material in the file as StandardMaterial into the scene. The Serializer while serializing adds all the material in the scene to the JSON object and then adds the material again if it is StandardMaterial - effectively doubli
  21. Hi! Perhaps i found another small moustached features 1. If we turn on tags for object (EnableFor(obj), but not set any tags, then SceneSerializer save lexeme like this: "tags":{ } It's Ok. 2. If we try load such scene file, we got error: babylon.2.2.max.js:27559 Uncaught TypeError: tagsString.split is not a function I think we need check string of tags on empty, we haven't split string in this case.
  22. 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
  23. I am trying to test a scene I created in Blender, but I keep getting the following error. "Uncaught TypeError: Cannot read property 'attachControl' of undefined" Here is my code: if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("", "realestate.babylon", engine, function (newScene) { // Wait for textures and shaders to be ready newScene.executeWhenReady(function () { // Attach camera to canvas inputs
  24. Hello, I have been trying to understand how to use the 3ds max exported binary format. My understanding that it is for incremental loading (loading what the camera sees) ? I have tried importing the exported file into my scene but I only get one mesh: BABYLON.SceneLoader.ImportMesh("", "3ds/Binary/", "testBinary.binary.babylon", scene); hopefully someone can shine some light on this?
  25. Hi all. I am quite new to Babylon.js as well as Javascript so I guess this problem I have has a simple solution but I have been trying for a few hours now without success. I have a simple SceneLoader.Load routine to load a 3dsmax scene into my project, the scene contains a few meshes a light and a camera. All I wish to do is implement an ArcRotateCamera using the Betalimit and Alphalimit for restrictions but I can't seem to get it to move at all, so obviously I am doing something wrong, if anyone can point me in the wright direction I would be very grateful. Here is the code I am using.
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