Zim Posted November 5, 2018 Share Posted November 5, 2018 Hi everyone! Newbie to 3D game development here (but not in general programming), and Babylon.js enthusiast For my project, I want to import Lego models in a Babylon scene. I'm working in a Linux environment and the models are created with LeoCAD. Actually, I manage to import successfully the models, but I do observe inconsistent results regarding physics (using Cannon.js) depending on the conversions pathway used: raw LDraw model ⇨ imported as LDraw model in Blender ⇨ exported as .babylon no physics, the model goes through the ground. LDraw model exported as .3DS in LeoCAD ⇨ imported as .3DS in Blender ⇨ exported as .babylon physics OK but each submesh is handled separately (moving a mesh moves only this one). I tried then to use: BABYLON.Mesh.MergeMeshes but the colors are of course lost. LDdraw model exported as .3DS in LeoCAD ⇨ exported as .blend file with LDraw utility scripts ⇨ opened in Blender ⇨ exported as .babylon physics OK and model appears as a single mesh ✓ So far so good, the single mesh is very convenient for positioning. The problem is I want to be able to target submeshes (eg. wheels in a car model). So, this is more of a Blender question, but how could I import a model with a parent mesh that would allow me to handle to whole model, still having references to submeshes in order to animate them (for example)? Please let me know if you need extra information or clarification (my english is made in France :-s) Many thanks in advance! -- Zim Note: I've tried every combination of exports/imports, using Wavefront format, COLLADA, glTF - as far as I remember I always had physics issues. Quote Link to comment Share on other sites More sharing options...
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