Jump to content

Exporting errors


Paradine
 Share

Recommended Posts

I have been trying to export animated model but with no luck does not show up on web and log file gives error and warnings.
It is not camera nor light issue as they are added externally.

It worked before Armature was added and animation and parenting applied.

Blend (2.72) file can be gotten here: tlu.ee/~paradine/hairPerm2.blend

Any help appriciated.

 

Found Empty Object! (why it did not rendered)  And did not like more than 4 instances.

 

Edited by Paradine
Link to comment
Share on other sites

They should open and close like flower petals around cortex. (Animated)

 

Well I looked at your file in blender - can't see any opening or closing. Not even sure what would drive it - but that is an aside

 

The problems you have seem to be stemming from your meshes and rig.

 

Here is your what I get when I export your hair4Perm file to babylon.

 

Hair unmodified

 

When I looked at the file the rig is at  x= -0.01, y = -1.69, z = -9.75

The cortex mesh is at x = -0.02, y= -0.006, z= .25 and has a scale factor of 5 and rotation about y = -1.57

The shaft mesh is at a similar position and similar scale and rotation values.

 

So I moved the rig and meshes to 0,0,0, set their origins to 0,0,0 and then applied the rotation and scale for the two meshes.

 

Here are the results for the rig with those meshes:

 

Cortex only

 

HairShaft Only

 

They do not undergo any translation, no flattening or twisting at the top - in fact seem to behave like they do in Blender.

 

 

I did not try anything with all those cuticles as there are 300+ and all with different scale and rotation values

 

Hope that helps.

 

cheers, gryff :)

Link to comment
Share on other sites

Cool thx.
Now I know what is the problem.
Deem I really hoped babylon will take location and origin into account.

As for cuticle animation, it is set up with babylon animation with x rotation about 0.30 rads applied in for each cuticle with loop.
But I think appling parenting on cuticle has messed up those point of origins in this file.

//On .babylon loadfor(var i = 0; i < newMeshes.length; ++i){  if (newMeshes[i].name.substr(0, 7).localeCompare("Cuticle") == 0) {     var animateCuticleOpen = new BABYLON.Animation("ani" + newMeshes[i].name, "rotation.x", 25,         BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);     var keys = [{ frame: 0, value: newMeshes[i].rotation.x },        { frame: 50, value: newMeshes[i].rotation.x + 0.30 },        { frame: 100, value: newMeshes[i].rotation.x }];     animateCuticleOpen.setKeys(keys);     newMeshes[i].animations.push(animateCuticleOpen);  }}
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...