reddozen Posted February 1, 2015 Share Posted February 1, 2015 I cannot seem to get this to let me scale the model. No matter what scale I put in, it doesn't change. Also, the animation is playing without me telling it to start as soon as the model is loaded. Any advice? BABYLON.SceneLoader.ImportMesh("", "../Models/NPCs/Monsters/Boss Pukui/", "BossPukui.babylon", scene, function (mapZone, particleSystems, skeletons) { mapZone[0].rotationQuaternion = null; mapZone[0].scaling = new BABYLON.Vector3(0.00001, 0.00001, 0.00001); // mapZone[0].rotation = new BABYLON.Vector3(0, -3.141593, 0.000000); mapZone[0].position = new BABYLON.Vector3(-104.0314, 4.3437, -14.2259); // scene.beginAnimation(skeletons[0], 0, 250, true) } ); Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 1, 2015 Share Posted February 1, 2015 On the 2nd point, search for "autoAnimate" in your .babylon. Edit and change to false. Crude yes, but unless you can edit your exporter, no choice. This cannot happen to skeletons from Blender. On the first, maybe add mapZone[0].computeWorldMatrix(true);Forcing, might change behavior and yield clue. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 1, 2015 Share Posted February 1, 2015 Or mapZone[0] is not the right object Quote Link to comment Share on other sites More sharing options...
amorgan Posted February 2, 2015 Share Posted February 2, 2015 Another thing that has gotten me, in regards to scaling in Babylon, is when in object mode in Blender, you want your position, rotation and scale to be the default values: Position: 0, 0, 0Rotation: 0, 0, 0Scaling: 1, 1, 1 And only edit those values when you are in Edit mode of the object. Otherwise the exporter will not behave as expected. If this has nothing to do with it, then I will just walk right along haha Quote Link to comment Share on other sites More sharing options...
reddozen Posted February 2, 2015 Author Share Posted February 2, 2015 Another thing that has gotten me, in regards to scaling in Babylon, is when in object mode in Blender, you want your position, rotation and scale to be the default values: Position: 0, 0, 0Rotation: 0, 0, 0Scaling: 1, 1, 1 And only edit those values when you are in Edit mode of the object. Otherwise the exporter will not behave as expected. If this has nothing to do with it, then I will just walk right along haha Yeah, this is not an issue with the exporter. Just me being half asleep and making silly mistakes. Quote Link to comment Share on other sites More sharing options...
reddozen Posted February 10, 2015 Author Share Posted February 10, 2015 So my only issue now is the auto start of the animations. I've made them all "false" in the Babylon file, and he still auto starts. Can this auto start setting be made a selectable option in the 3DS exporter? All my animations will be triggered etc through a state machine. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 11, 2015 Share Posted February 11, 2015 If you right click on your object in 3dsmax and select babylon properties you will be able to disable auto-animations Quote Link to comment Share on other sites More sharing options...
reddozen Posted February 11, 2015 Author Share Posted February 11, 2015 Perfect. Thanks again DK. Quote Link to comment Share on other sites More sharing options...
reddozen Posted February 14, 2015 Author Share Posted February 14, 2015 Disabled it in the babylon menu, and disabled looping and it still auto plays and loops. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 14, 2015 Share Posted February 14, 2015 Are you sure you disable the correct object? Can you send me a repro .max file? Quote Link to comment Share on other sites More sharing options...
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