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Found 3 results

  1. QUESTION: How to animate many things? GOAL: review ALL types of Animation Options available. Reduce various animations into Patterns or Templates or MINIMUMS. There are great docs on this... what follows are the practices of each. RESULT: Animation-Type-Templates Examples: - eyes to look at stuff - mesh.lookAt() - a generic low-poly arm to grab stuff: bone animation - scene.beginAnimation() import from blender. - a generic IK arm - constraints - a morphing eyebrow - morph targets (minimum). - interpolate - random attributes like color, or opacity - a motion path - Blender Animation Ranges like: idle, jump, attack, die, win ADDITIONS: - Bone Animations - Review from docs - mesh.spinTo(), moveTo(), scaleTo() - Dynamic Animation (powerful?) - BABYLON.Animation.createAndStartAnimation() There are a ton a great resources on all of these. Point is: They are all different Animation Types. Highlighting the tricky spots, referencing solutions, and... the great docs and playgrounds that already exist. UPDATE: a long list of successful blender animation export examples below.
  2. I'm using the preview release of Babylon (3.0. alpha) and the 5.3.-1 exporter in Blender. The Blender scene includes shape keys attached to a mesh called "Cloth": When I export to a babylon file, this information appears to be saved correctly. There is a "MorphTargetManager" entry in the file JSON that looks like this: "MorphTargetManager": { "id": "Cloth", "targets": [ { "name": "Draped", "position": [lots of numbers...], "influence": 0 }, { "name": "testtest", "position": [lots of numbers...], "influence": 0 } ] } I then load the babylon file with BABYLON in the browser, but I can't for the life of me figure out how to access this saved MorphTargetManager. Here are some things I tried: BABYLON.scene.morphTargetManagers; ==> [] BABYLON.scene.getMorphTargetManagerById("Cloth"); ==> null BABYLON.scene.getMorphTargetManagerById(0); ==> null (After setting the "Cloth" mesh to clothMesh...) clothMesh.morphTargetManager; ==> undefined (but present when I inspect the mesh object...) I feel like all the parts are there, I just can't figure out how to access the MorphTargetManager that I think should be present when I import the babylon file. Any help you can offer would be appreciated! Thanks!
  3. I have been doing more testing of the Automaton / ShapeKeyGroup exporting from Blender / Tower of Babel. I have added a material with a texture to a mesh called Cloth that also has shapekeys. I had the hardest time getting any material to show textures from export, even though they looked perfect in Blender with F12. Finally isolated why using the camera-anim model. The cubes with textures also had a UVS Map thing. Everything was fine when I added a UVS to a non-shapekey mesh, Ground. When I added a UVS to Cloth, the number of positions changed, but not the number of indices. Crucially, the length of positions no-longer matched the length of the raw shapekey, hence the length error. My programming skills are exponentially better than graphics skills. Is there something I did wrong? BTW, I added a new warning if textures are detected in a mesh, but UVS not found. Here is the log file with Cloth has a texture, but no UVS (it worked in Babylon, but solid color) Tower of Babel version: 1.0.0, Blender version: 2.69 (sub 0)========= Conversion from Blender to Babylon friendly Python objects ========= Python World class constructor completed processing begun of material: automaton.cloth-like processing begun of material: automaton.ground-like processing begun of mesh: Ground num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Table WARNING: No materials have been assigned: num positions : 8 num normals : 8 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of mesh: Cloth num positions : 1156 num normals : 1156 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 6534 WARNING textures being used, but no UVS found Key shape not in group-state format, changed to: ENTIRE MESH-Draped DRAPED raw key length: 1156 processing begun of camera: Camera processing begun of light: Sun========= Writing of scene file started ================== Writing of scene file completed ================== Writing of typescript file started ================== Writing of typescript file completed ================== Writing of javascript file started ================== Writing of javascript file completed ================== Writing of html files started ================== Writing of html files completed ================== end of processing =========Here is the log file, after adding the UVS to cloth (errors in python): Tower of Babel version: 1.0.0, Blender version: 2.69 (sub 0)========= Conversion from Blender to Babylon friendly Python objects ========= Python World class constructor completed processing begun of material: automaton.cloth-like processing begun of material: automaton.ground-like processing begun of mesh: Ground num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Table WARNING: No materials have been assigned: num positions : 8 num normals : 8 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 36 processing begun of mesh: Cloth num positions : 5366 num normals : 5366 num uvs : 10732 num uvs2 : 0 num colors : 0 num indices : 6534 Key shape not in group-state format, changed to: ENTIRE MESH-Draped DRAPED raw key length: 21========= An error was encountered ========= File "/home/jeff/.config/blender/2.69/scripts/addons/io_tower_of_babel.py", line 272, in execute mesh = Mesh(object, scene, self.multiMaterials, nextStartFace, forcedParent, nameID) File "/home/jeff/.config/blender/2.69/scripts/addons/io_tower_of_babel.py", line 1065, in __init__ self.shapeKeyGroups.append(ShapeKeyGroup(group, rawShapeKeys, self.positions)) File "/home/jeff/.config/blender/2.69/scripts/addons/io_tower_of_babel.py", line 1513, in __init__ if not ShapeKeyGroup.same_vertex(keyA.vertices[i], positions[i]):ERROR: list index out of range========= end of processing =========
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