Dad72 Posted March 19, 2014 Share Posted March 19, 2014 Hi, When we converted an fbx, the image file are constantly rename. whatever the format of image (png, bmp, gif...) there are rename with the .jpg extension and rename it as 0, 1, 2... Is that the next converter will be able to keep the name and such extension, because this renaming is really boring. Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 19, 2014 Share Posted March 19, 2014 Yes it will keep the names Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 20, 2014 Author Share Posted March 20, 2014 cool. However I have another problem. I have my own character animate converted to babylon. in 3ds max, my 2 textures are well displayed, but in .babylon it's just weird. Here's the images: In 3ds Max In Babylon Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 20, 2014 Share Posted March 20, 2014 Could you set the yScale of your texture to -1 just to check if it is again a problem related to invertY? (BTW next version of fbx exporter will take care of that problem) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 20, 2014 Author Share Posted March 20, 2014 I did not yScale, but a vScale. but that doesn't change anything. newMeshes.material.diffuseTexture.vScale = -1; If you need my file .babylon or file .fbx with the images, I can you send via PM if you need. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 20, 2014 Share Posted March 20, 2014 yes please just to check Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 20, 2014 Author Share Posted March 20, 2014 OK, I you prepared this. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 9, 2014 Author Share Posted May 9, 2014 That you have about this bug? http://www.html5gamedevs.com/topic/4959-converter-babylon/?p=30220 Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 9, 2014 Share Posted May 9, 2014 Arf I forget this one! COuld you create a jsfiddle for me? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 9, 2014 Author Share Posted May 9, 2014 I have sent you the zip with the compet model at your request. (By MP). But I can you return it, If you have more.The code is the code to import a model, there is nothing in particular.BABYLON.SceneLoader.ImportMesh(Name, CheminModeles, Fichier, scene, function (newMeshes, particleSystems, skeletons) { }); Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 11, 2014 Author Share Posted May 11, 2014 I have seen that if you need to test the model, you can always download (Via the PM). Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 5, 2014 Author Share Posted June 5, 2014 Were you able to look for this big bug on multiple textures. It can already be correct. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 6, 2014 Author Share Posted June 6, 2014 In fact I'm not sure I followed everything. there is no longer any converter that works?I try it online : http://www.babylonjs.com/converter.html but nothing on the scene.I try to compile it https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/BabylonExporter.zip. but nothing on the scene.He who works with me on my project told me that with the blender plugin, https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/Blender/io_export_babylon.py there is nothing on the stage. There also to try the converter online, but same thing, nothing on the scene. I am in 3ds max, I export to FBX for convertire to babylon. it may be converting fbx's wrong.Or because I use tga texture can be? Whatever it is, I cannot convert models in .babylon that works on a scene. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 6, 2014 Share Posted June 6, 2014 TGA is supported by latest version I heard that when exported from Max, FBX has an alpha = 0 for material that could explain your problem Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 6, 2014 Share Posted June 6, 2014 And BTW I'm currently working on a exporter for 3dsmax Temechon 1 Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 6, 2014 Share Posted June 6, 2014 And BTW I'm currently working on a exporter for 3dsmax 2013!? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 6, 2014 Author Share Posted June 6, 2014 It's cool an export to 3ds max. Think you can release it when? just to have an idea. Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 7, 2014 Share Posted June 7, 2014 Yes 2013 I hope being able to release a first *ALPHA* version before end of next week (perhaps sooner) Temechon 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 7, 2014 Author Share Posted June 7, 2014 Super new. Thanks for the information Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Author Share Posted June 21, 2014 This bug is resolved with the export babylon for 3ds Max textures are correctly placed. Quote Link to comment Share on other sites More sharing options...
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