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Showing results for tags 'bind'.
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Hi Everyone, I'm trying to do something like this: Load a .babylon scene using SceneLoader.Load. This scene has a skinned mesh and an idle animation. Then, I want to load a second .babylon file using SceneLoader.ImportMesh. This file has multiple LODs so I only want one of them (hence the ImportMesh) and has no animation. The mesh is also skinned using the same number of bones as the first. When I load this, I replace the Skeleton on the imported mesh with the one from the main scene so that it animates. However, here's the rub. The first frame of the idle animation has the arms down by the side of the character but the second skin has the arms in the typical T-Pose. When it's animating, the arms are adjusted but relative to the T-Pose and not the first frame of the anim. I *think* this is because something isn't correctly getting configured for the skin bind pose. I've tried all sorts of things to correct the problem so if anyone has any ideas or insight, it would be most welcome! Thanks, Roc
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Me again.. still messing around with colour correction. Is it possible to bind a Colour Curve to a non-PBM Material? When I attempt the following I get errors: let mat = new BABYLON.ShaderMaterial("mat", scene, "./assets/shaders/blub", { attributes: ["position", "uv"], uniforms: ["worldViewProjection", "globalScale", "globalOffset", "vCameraColorCurvePositive", "vCameraColorCurveNeutral", "vCameraColorCurveNegative"], needAlphaBlending: true }); var curve = new BABYLON.ColorCurves(); curve.GlobalHue = 200; curve.GlobalDensity = 100; BABYLON.ColorCurves.Bind(curve, mat._effect); // throws Uncaught TypeError: Cannot read property 'setFloat4' of undefined
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- colorcurve
- material
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Any good tutorials on how to bind and handle events in Pixi? The documentation of each event handlers reads "interactionData" as parameter, but I don't really understand what that's supposed to be? Thanks.