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Exception issue loading Babylon scene file


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I am loading a scene exported from 3DS and it will load in the 


But in code it fails on this line as parsedData.cameras is undefined. 

 for (index = 0, cache = parsedData.cameras.length; index < cache; index++) 

Is this because there are no cameras in the Babylon  scene file and if so should

that matter because I created a camera for the scene




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I probably screwed up.  (More background) At first was getting a 404 for a .manifest file.  I created the a file and named it .manifest 

<!DOCTYPE html>
  <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
html, body {
    height: 100%;
    width: 100%;
    padding: 0;
    margin: 0;
    overflow: hidden;
    position: fixed;
#renderCanvas {
    width: 100%;
    height: 100%;
    margin: 0;
    padding: 0;

  <canvas id="renderCanvas"></canvas>

  <div id="MessageDisplay" style="position: absolute; top: 50px; left: 200px;  background-color: black; opacity: 0.8; color:white; touch-action:none;"></div>

  <script src="babylon.max.js"></script>


  var sps;
  var Tail=1;
  var nb = 50000;              // particle number
  function writeToScreen(message)
    var pre=document.getElementById("MessageDisplay");

    var canvas = document.getElementById('renderCanvas');
    var engine=new BABYLON.Engine(canvas,true);
      var now = new Date().getTime();
      while(new Date().getTime()<now+sleepDuration)
        { /* do nothing */ }

  var createScene=function()

    BABYLON.Engine.enableOfflineSupport = false;
    var scene = new BABYLON.Scene(engine);
    var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene);
    var camera = new BABYLON.ArcRotateCamera("camera1",  0, 0, 0, new BABYLON.Vector3(0, 0, -0), scene);
    camera.setPosition(new BABYLON.Vector3(0, 0, -150));

    BABYLON.SceneLoader.Append("models/", "YardTile001.babylon", scene);

    scene.registerBeforeRender(function() {    
    light.position = camera.position;

  // the canvas/window resize event handler
  window.addEventListener('resize', function(){

    return scene;

  // call the createScene function
  var scene=createScene();


  function onMessage(evt) {

  scene.executeWhenReady(function () {
    // Attach camera to canvas inputs

    // Once the scene is loaded, register a render loop
    engine.runRenderLoop(function() {





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