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I am looking for a way to "import/convert" sophisticated vertex animations from Cinema 4D into Babylon. I have done so numerous times into Unity3D; for which the process is to [link to example Video]: bake the mograph etc animations into keyframes inside cinema 4d export as an FBX file which includes the point cache as an extra ".pla" file import it into unity (traditionally with a thrid party plugin called "mage fiers" and its "mega point cache" feature). However, unity3D will add native support for point cache animations in the upcoming release. Question How do you guys get Cinema 4D mograph animations into babylon? Is there maybe also another way? Could Babylon maybe add PLA-Support? That would unlock plenty of creative input. Old & Related Threads 2015 Cinema 4D PLA animation export 2017 Baking Effectors for Unity
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I'm working on a project in which the files are outputted as either FBX or Alembic files. I understand that those formats aren't ideal, but can Babylon load them?
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I am using fbxexporter.exe. Earlier it was running correctly but now it stopped working. Is there any good option to batch convert fbx to babylon format ? Alternately any fbx loaders available ?
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good afternoon, I had not gone through here for work because I'm already a bit free again and I want to continue learning ^^. Note that they have made many changes so I started again from the basics. That is why I have an animation that a friend made for me made in untity, try to export it to .babylon but I can not do it, so I opened it in blender and exported it from there, the problem is that I can not load it correctly, it is say load the model and its textures if they load, but your animation does not, I tried it in the sandbox and the same thing happens, seeing the element inspector notice this error: "babylon.js:3 BJS - [17:36:30]: Unable to import meshes from Scenes/Planeta/Planeta.babylon: Error in onSuccess callback t._ErrorEnabled @ babylon.js:3 f @ babylon.js:32 p @ babylon.js:32 (anonymous) @ babylon.js:32 m @ babylon.js:32 p @ babylon.js:3 XMLHttpRequest.send (async) s @ babylon.js:3 d @ babylon.js:3 t.LoadFile @ babylon.js:3 b @ babylon.js:32 i @ babylon.js:33 (anonymous) @ babylon.js:33 XMLHttpRequest.send (async) t.checkManifestFile @ babylon.js:33 t @ babylon.js:33 i._loadData @ babylon.js:32 i.ImportMesh @ babylon.js:32 createScene @ (index):71 (anonymous) @ (index):97 babylon.js:3 XHR finished loading: GET "http://babylon-uno/Scenes/Planeta/Planeta.babylon"." here is code. <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Babylon.js sample code</title> <!-- Babylon.js --> <script src="https://www.babylonjs.com/hand.minified-1.2.js"></script> <script src="https://preview.babylonjs.com/babylon.js"></script> <script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script> <script src="https://preview.babylonjs.com/cannon.js"></script> <script src="https://preview.babylonjs.com/oimo.js"></script> <script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); // var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 30, 0), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; var model; var skeleton; BABYLON.SceneLoader.ImportMesh("", "Scenes/Planeta/", "Planeta.babylon", scene, function (newMeshes, particleSystems, skeletons) { model = newMeshes[0]; skeleton = skeletons[0]; model.rotation.y = Math.PI; model.scaling = new BABYLON.Vector3(10,10,10); model.position = new BABYLON.Vector3(0, 0, 0); skeleton.position = new BABYLON.Vector3(0, 0, 0); skeleton.scaling = new BABYLON.Vector3(10,10,10); scene.beginAnimation(skeletons[0], 0, 100, true, 1.0); }); return scene; }; var scene = createScene(); scene.debugLayer.show(); engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); }); </script> </body> </html> I tried loading the model Dude and rabbit and these if they load everything well, so I do not know if it's a problem of how I export it, a problem with the plugin or something else I should do: here id the .fbx and de model exported : https://drive.google.com/file/d/1J9BYfEpCm_96cmn9_y4LpkntliEMNqlz/view?usp=sharing
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I converted an obj file to an animated fbx with mixamo. I imported it into Unity then exported it using the Babylonjs export utility. While the animation seems intact the model did not fair well. See images. Are there any special considerations or settings I may have missed? I successfully imported a box exported from Unity and a more complex model exported from Clara.io with the same code.
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Normal Maps are not working in gLTF! Maya 2014 x64 Plugin For Export from Maya to Collada COLLADA-MAYA-PC-2014 v1.6.58 [Link](https://s3-us-west-2.amazonaws.com/opencollada-promotion-artifacts/COLLADA-MAYA-PC_Maya2014_v1.6.58.zip) Collada2Gltf Version COLLADA2GLTF-2.0-windows-Release-x64 Just to be Clear, this is not a error on Babylon JS side as this is the case for Other Engines too! Maybe this happens due to complex conversion pipeline from fbx to gLTF! Download Files Here
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I'll be participating in a game jam in a month or so, and was hoping to use Babylon.js. However, I'm finding the workflow... less than optimal. I'd like to able to use models and animations both from online resources and created my 3D artists on the day. The most common format appears to be fbx, which sadly is not supported by Babylon. So additional steps are required to convert to the .babylon format (with the use of yet another program, be it Blender or Unity). This is just too time consuming, arduous and error prone. A specific example: model appears inside-out and no way to switch facing between back, front and front_and_back. I know Babylon is planning to support glTF, but the standard for glTF 2.0 has only just been finalised and is not presently supported widely. I would strongly recommend the support of .fbx if for nothing more than access to the existing library of assets. So, questions: Is there a way of streamlining the workflow? There are many great looking demos available. What pipeline did they use? What format were the assets?
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I'm trying to export an fbx model from blender to .babylon but get this error message instead. File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 799, in __init__ material = StdMaterial(slot, exporter, object) File "C:\Users\carlb\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_export_babylon.py", line 2069, in __init__ self.textures.append(Texture('bumpTexture', 1.0 / mtex.normal_factor, mtex, mesh, exporter)) ERROR: float division by zero
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Howdy Everyone! We are looking at creating a game in phaser for the first time and were leaning towards creating something in vein of "Limbo" (yes, I know that game was all 3D made to look 2D). What are good tools for exporting bone based animations to phaser for development/programming? We would be using bones on flat geo with sprites. We are BabylonJS veterans and we've used a combo of Maya and Unity3D to export animations to that platform, but Phaser I'm not sure what programs export to a Phaser friendly format. Trying to figure out the workflow for our artists. Thanks for any input! -Chad
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Hello guys, Just started using babylon JS more than a week ago at work. Everything was going quite smooth so far. However I am struggling to export .babylon file from blender. Most probably it's because I have pretty much no experience with blender and 3D models in general. The mesh gets exported correctly but the main problem is with animations/animations actions, when I import .babylon file to the babylon engine and start any of the animations the mesh goes all over the place... I add .fbx file and .babylon file I get when I export it form blender. I hope someone can help me. I really need a help on this one. ArmyPilot_babylon.rar ArmyPilot_fbx.rar
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- fbx
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Hey guys, I've a problem with the FbxExporter. Every time I export my model I only got the model without textures(only 2 textures, the texture of the roof and the wood texture) and if I try the model in the Sandbox it has only 5 -15 fps but I exported with 60 fps. Please help! ;( ~ Marc
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Hi, I have just started a new project in babylonjs, just to learn how to use the framework and learn the glossary in the game coding industry :). It looks very interesting. However, I am spending a lot of time in non-related stuff of the framework, that is converting fbx files into babylon files. What I try to do is to load this pack into a babylon project https://www.assetstore.unity3d.com/en/#!/content/69687 I have followed other topics regarding to install a plugin in blender and exporting to babylon. I have managed to load the model. Then I do the same process with the 4 animations, to export them, and I edit the babylon json file, and I move manualy the skeleton array into the basic model babylon file. When I play the animation it is distorted. I have also seen other threads using a visual studio project or exec files to merge the fbx files and then export them, but I am running in a mac, not windows. Is there a way to make run that asset, with the 4 animations? like any reliable online converter or any js addon to load directly fbx. I have seen some threats also that were talking about loading the mesh in a file and the animations in other files, but I didn't manage neither with the distorted animations, I always had to copy manually to the file where is the mesh. I am getting a bit discouraged to continue with this framework (although it looks awesome) in the sense that I spend too much time in non coding related stuff like this, and also that most asset sources are fbx format, and seems hard to have to go through all this process every time with not much warranty that the output will be right and not broken... :/ Thanks a lot for your time!
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Hi, I use FbxExporter to convert humanoid.fbx to humanoid.babylon file. but when run animation, some vertex is creacked. help...
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Heyy guys, I want to export my FBX file to a babylon file but I don't understand the tutorial( https://github.com/BabylonJS/Babylon.js/tree/master/Exporters/FBX ). I have downloaded everything I needed and I have copied the "lib file" from autodesk. But how can I edit the file for babylon???
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Hello, all. My day has been frustrated by my inability to convert my 3D files into Babylon.JS files. Here is my process. With either .fbx or .blend files I Open the file in Blender. I inspect to assure the file is aesthetically appropriate. I Save the file with the .Babylon export preference; I then Drag the .babylon scene into Sandbox. I get cozy and Watch the loading icon .... nothing happens. Any thoughts on this issue? ; If you notice any outright errors in my process, please let me know. After following some threads here; I saw the suggestion to drag the images (textures) with the .babylon file. When I do this; I find myself looking at the Sandbox UI with all of the bells and whistles but.. No object; just black screen; However, I can see that the object is loaded, because there are tags on all of the separate parts.. just nothing visual? (I've attached an image of this) Am I making an obvious mistake here? Or is something more subtle happening?
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Hi all, am trying to convert my obj and fbx model with the online converter which i found here http://www.babylonjs.com/converter.html am trying few days,i can convert the model as .babylon format, but after that am trying to load my model on the babylon.js but i can't see any textures applied to my converted model, what is wrong ? what i have to do here ? am struggling here with the last 3 days, but no clue attached is my `iPhone5_FBX.zip` which is my source file and output(1).zip is my output file which i got from the converter page iPhone5_FBX.zip output(1).zip
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i have exported my fbx model to babylon, but while load the model in the scene with the babylon.js, the models are not working i tried more than 10 models, but only one model is working Attached is my files here untitled.babylon is working and iphone.babylon is not working, am struggling here on the entire day, but i can't find the problem Anyone help me to fix it ? am beginner in blender, sample.zip
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Long list... trying to fully wrap my head around all this stuff... If I'm wrong on anything feel free to correct me. You won't hurt my feelings. I'm just trying to learn as I go. Octree: scene.createOrUpdateSelectionOctree(); If I put this in my load script anywhere, all the models disappear. It's basically just a black scene. When should this be called in the script, and can anyone give me a very basic overview of how and where to work with the octrees... scene.executeWhenReady?, engine.runRenderLoop?... How do you work with them in real time. FBX / Bones / Animations: If I use the online FBX converter, it doesn't seem to have my bones or animations. Do bones need to be separate files from the meshes and then joined within Babylon? Either my FBX is being exported wrong from 3DS Max 2013, or the converter isn't exporting it correctly, bones cannot be combined into one object, or I'm not setting it up right. BABYLON.SceneLoader.ImportMesh("", "../Models/Monsters/", "BGoblin_1.babylon", scene,function (mapZone, particleSystems){ mapZone[0].scaling = new BABYLON.Vector3(0.005, 0.005, 0.005); mapZone[0].rotation = new BABYLON.Vector3(0, -3.141593, 0.000000); mapZone[0].position = new BABYLON.Vector3(-106.345, 4.32, -13.905); scene.beginAnimation(mapZone[0], 0, 296, true);});Zip file attached with FBX, and *.babylon file. Converted here: http://www.babylonjs.com/converter.html Another weird thing... if I open my FXB in 3DS Max after I save it, only 100 of my 296 or so key frames seem to still be on the model... any ideas on this one? Packages: What's going to be the best way to handle multiple packages. For example, my game is going to have 20~30 maps, and stitch a few of them together by view range and user's machine capabilities. The main town alone has like 600,000 vertices not counting NPCs, collision meshes, etc. So ideally I don't want to have to pack 30 maps worth of objects into a single blender / 3DS Max file. What's going to be the best way to handle this huge number of files. I've tried loading a few things with BABYLON.SceneLoader.ImportMesh but once it's loaded, I have no clue how to access the loaded meshes any longer. objName = scene.getMeshByName("Rag2_bro_mtree_a_04"); throws a null object. There will be way too many items to be able to work with them all in a single 3D editor package. This also brings me into LOD situations where I will for sure need to switch out lower resolution models. This isn't possible if there's no way to call back into the list of loaded models and set visibility etc. Maybe there's something I'm missing, or don't know about... If there was a way to chain the loading of multiple *.babylon packages through a single BABYLON.SceneLoader.Load() call, then I assume that you would be able to manipulate them dynamically in the render loop. Maybe have some kind of function that you can push multiple *.babylon files into a single temp file to load? Then you can load as much stuff as you want up at once.. var fullScene = addPackage(fullScene, "package1.babylon");var fullScene = addPackage(fullScene, "package2.babylon");var fullScene = addPackage(fullScene, "package3.babylon");function addPackage(loaded_packages, package_to_add){ if loaded_packages is a valid babylon file format, then add the package_to_add to the end of loaded_packages return loaded_packages;}BGoblin_1.zip