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Found 10 results

  1. I see that the babylonjs loader does not convert the glb or gltf meshes from right-handed system (their native format) to left handed system. Instead it seems it parents them with "__root__" nodes to handle them in a left handed system. Is it not possible to convert them entirely to left handed-system?
  2. Can anyone please tell me if it is possible to load a *.glb file off a local drive with Babylon.viewer.js? Note: I have a valid glb file I named part2.glb... and it works fine to display locally in the Mixed Reality viewer in Windows 10... and also up in Remix 3D community models page. However, when I try to open it off a local drive with the simple 2 line HTML syntax (see below) I receive an error in the browser page display "Error loading the model". <head> <title>Babylon.js Viewer - Display a 3D model</title> <!-- <script src="https://preview.babylonjs.com/viewer/babylon.viewer.js"></script> --> <script src="C:\Babylon.js\Babylon.js-master\dist\viewer\babylon.viewer.js"></script> </head> <body> <!-- <babylon model="https://models.babylonjs.com/boombox.glb" templates.main.params.fill-screen="true"></babylon> --> <babylon model="C:\part2.glb" templates.main.params.fill-screen="true"></babylon> --> </body>
  3. Hi, I have noticed that there is a difference in displaying .glb files between desktop and mobiles e.g. on Facebook. The files exported from babylonjs.serializers using GLTF2Export.GLBAsync() or 3DS max + Babylon JS plugin has strange reflection despite of specular=0, roughness=1, metallic=0 etc. I have tried many combination with Std and PBR materials and I always have this strange reflection on mobiles. I decided to try Modo and the effect is much better. So probably you have a bug in babylonjs.serializers and 3DS max plugin. I have noticed that in attached file called "babylonJS.glb" which was exported from 3DS max "roughnessFactor" is 0.9 and should be 1.0 if I use standard material with specular = 0. GLB files: babylonJS.glb Modo.glb Screenshot from the smartphone (Android/iOS, the effect is the same), 3DS max + Babylon JS plugin and the same effect after using babylonjs.serializers.js GLTF2Export.GLBAsync() method: Screenshot from the smartphone when Modo was used (on smartphone the box is totally black - so the effect is actually perfect). And the effect which we can see on the desktop web browser (as you can see the file exported from Babylon JS is not totally black, but it should be. However the worst thing is this reflection on mobiles):
  4. I'm totally stumped here. Why is one mesh spinning like crazy but the other standing still? Playground: https://playground.babylonjs.com/#6FB40P
  5. I converted one simple model in 3DMax 2018 to .babylon and .glb format using standart settings for babylon.js exporter. Then I tried to use it on my webpage, but the same exported .babylon and .glb models looked different, although they were represented by the same code. Babylon format looks predictable, as I imagined it, but the same glb model looks too dark for some reason, even light in scene don't make any difference. Babylon: http://www.babylonjs-playground.com/#A2W7U6 (model https://pycz.github.io/test.babylon ) GLB: http://www.babylonjs-playground.com/#PF7MH0 (model https://pycz.github.io/test.glb) MAX: (model https://pycz.github.io/test.max) Just don't understand, why glb looks different and what to do to make it looks like babylone one. Maybe it is obvious, but I really don't see it.?
  6. Hey, I'm currently successfully loading glb files through the `BABYLON.SceneLoader.ImportMeshAsync('', rootURL, filename, scene)` method. I was wondering if (for loading times) it was possible to import meshes from a zip file containing the glb one. I could unzip and get the GLB file but, all I have is it's content but not its path. Is there a way to provide ImportMesh or ImportMeshAsync the content to load instead of its path ? Thanks in advance !
  7. Does anyone know if there is a loader for .GLB files? I know there is one for .gltf Facebook is allowing posting of 3D models but they must be in .GLB format. You can see one of my posts here with my 3D scan I just thought it'd be cool to have a local viewer that I can create with BabylonJS to preview the .GLB files before uploading to Facebook.
  8. Here is a simple playground which loads a small box into the scene https://www.babylonjs-playground.com/#FL6G06 Uncomment line 4 to make the scene right handed and run. Notice the faces of the box have been flipped.
  9. can somebody check why we cannot load the attach glb file. If I drag and drop this into our sandbox at http://sandbox.babylonjs.com/ I get "Cannot set property '0' of undefined" error I am able to load this in other gltf viewers https://gltf-viewer.donmccurdy.com/ or https://www.virtualgis.io/gltfviewer/ vincent2.glb
  10. Hi Folks, I was trying to load a file exported from Paint3D to .glb format in Babylon.js and it appears to load, but there seems to be something wrong with the lighting or textures/materials on the model. Has anyone loaded a .glb export from Paint3D and had success? This is the model I'm trying to load: https://www.remix3d.com/details/G009SXFS1CCT?section=collected-in Here is what it's supposed to look like: https://imgur.com/a/rrtZN Here is what renders (there is a hemispheric light in the environment, so I don't think it's the lighting): https://imgur.com/a/6IKYS
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