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jorditantadiaz

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  1. Hi, I'm loading two mesh, one T-shirt and one shorts, some parts of T-shirt goes through the shorts, so I'm trying to update T-shirt vertices where there is intersection point with the shorts, and make a small expansion of these, But when I do this, it's as if my t-shirt mesh is broken. PR:http://www.babylonjs-playground.com/#RQ90T
  2. Right now I've given up a little, I'm trying to solve the problem that a garment like a pole goes through another garment and maybe emulate the effect of collapsing the garment against the manikin or other garment, but no longer with cloth, I lost my hopes
  3. Hi @Deltakosh, i check it, Maybe not in depth, but i did it and i got similar problems when i do it with ThreeJS or WhiteStorm, and that is because i use a concave mesh + cloth effect ,and because according to what i investigate, cloth is only for plane geometry: My problems when i do sometring like the demo are: Mesh deformed Collision with itself And i need some controll on the behavior of the cloth effect
  4. Thank you for your recommendations @Wingnut, @Pryme8 Last month i did a soft body simulations whit whiteStormJ, for the same goal, but i have not been success, i think softbody is maybe like cloth, but it is not cloth, it have a lot of problems whit the collision and effect's behavior.
  5. Hi, i trying to emulate a cloth animation follow this: http://www.babylonjs-playground.com/#1J3WEP#6 I am trying to apply cloth to a garment (obj. file / shorts), and then do a collision with a manikin, but when i apply it, it's look like this, i dont know why:
  6. @Deltakosh :3 sorry i gonna read more before asking. (http://doc.babylonjs.com/overviews/using_the_physics_engine) "Cannon's mesh impostor only collides against spheres and planes" I just needed to change scene.enablePhysics(); to scene.enablePhysics(new BABYLON.Vector3(0,-9.81, 0), new BABYLON.OimoJSPlugin()); Thanks
  7. Hi, I'm trying to load a .obj file (concave), and make a collision with another mesh, but I have not been successful, I do not understand why or how to do it. this is my code: var pos_body = function(t) { t.loadedMeshes.forEach(function(m) { m.position.y = -3; m.material = blueMat; m.physicsImpostor = new BABYLON.PhysicsImpostor(m, BABYLON.PhysicsImpostor.MeshImpostor, { mass: 0 }, scene); }) }
  8. @Dad72 It's something like that, but for example, subdividing modifier into ThreeJS, it increases my vertex and smooth my geometry. https://threejs.org/examples/webgl_modifier_subdivision.html
  9. @adam Yeah but if i do that i will need to download a big file and that is not a option for me D:
  10. Thanks @JohnK i am going to try it. @jeromeYou are right i want to do that but on Babylon JS not in ThreeJS. @adam Yes!!, i am trying to do the same as the subdivide in blender, if there is not a subdivide in BabylonJS, is there any way to increment polygons on mesh?
  11. Hi, i am trying to subdivide a mesh, after load it by OBJLoader on BabylonJS, but i don't understand how do something like this (ThreeJS). var geometry = new THREE.Geometry().fromBufferGeometry( mesh_.geometry ); var modifier = new THREE.SubdivisionModifier( 3 ); modifier.modify( geometry ); geometry.mergeVertices() mesh_.geometry = geometry But on Babylon JS, i could not found documentation about how subdivide polygons after load mesh by OBJLoader
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