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Showing results for tags 'babylon.j'.
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Hi, Is there any way to enable debuging cannon.js physics collision? I would like to know if ball fall through model somewhere if there is a problem with model or physics (mesh/sphere collision). Is there any tool/way to check or validate model if it is ok or optimal ok for physics collision in game engine(babylon.js). For me it is strange that ball fall through model every time on same place. If I play slowly on that place ball also fall through model. On that place there is no special things (more vetrexes or double faces strange edges or normals model is bake-ed rotation and scale...) everything looks ok with model. Sometimes I remove this section of model and replace it with another and after that physics works well on that place of model. I think that there is a problem with blender or addon exporter for babylon. Is there any tool or how can I validate model if it is ready and OK for game engine and mesh collision ??? Is there any way to enable physics collision (cannon.js) debugging (in babylon)? Is there any advice what is the best way how to develop model and ball they works the best with physics collision??? greetings
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Can anybody tell me how to define name in Blender. When we export model for babylon.js. Name and id are same. I would like to define name in Blender. Where can be that defined in blender?