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Showing results for tags 'serialize'.
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Hi guys... I ran into a problem recently when trying to serialize environmentTexture. It just crashes the scene and most times does not give any error message. I tried to take a look a the engine codebase but cant seem to find any STATIC SCENE PARSE that I would assume has some "parsedScene" javascript object but it does not. Does anyone know WHY I cant serialize environmentTexture or WHERE I would go add that support to the engine. Note: When using the toolkit to export scenes that have an environmentTexture it would be MUCH BETTER to be able to serialize that texture in the babylon json just like any other property. Otherwise, you will ALWAYS have to DEPEND on the Babylon Toolkit's Scene Manager API to render your main environment texture. For those that are planning to use PURE EXPORT ONLY features will be out of luck. So I am hoping to get this resolved by the next release. Any info is ALWAYS appreciated. UPDATED : I updaed 3.2 to fix the problem and also added BABYLON.HDRCubeTexture as a type of scene.environmentTexture that can be serialized into the scene file.
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hello 2k18 squads! I just want to know does babylonjs serialize shadermaterial with a mesh or am i doing something wrong https://www.babylonjs-playground.com/#MWPSLI I tried loading the serialized json.babylon in the editor but it only gives me a clear plane object
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How can i make a .Obj or .Babylon File (without material) from Mesh? any tools or Extension available for that in BABYLONJS?
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Hello, fathers and childs of BABYLON.JS Here http://www.babylonjs-playground.com/#1OALWX interesting fact ParticleSystem has attribut name (in this case "particlesQ") but this name not save in serializer (see console output). Later (in my script), when i load scene, name set automaticaly "particles#"+name of emmiter (particles#Plane, particles#Qube). Bug or features? I think small evil bug p. s.: in 19985 (babylon.2.2.max.js): var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene); and... http://www.babylonjs-playground.com/#1OALWX#2 We do not banned - create scene, camera, light, create particles system, but not set emitter and have error. In SceneSerializer?. I think here is two ways: Required emitter in ParticleSystem constructor (tough), or let SceneSerializer save that ParticleSystem without missing attributies as is (prefer). If not, please, direct me in right way
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This is a followup from a previous post where i was trying to clone a mesh and serialize the scene. http://www.html5gamedevs.com/topic/17024-cloning-an-imported-mesh-serialize-then-open-scene/ It turned out that when i clone and serialize a mesh they seem to attach themselves somehow to each other. So here i clone a mesh, and move just the clone: http://www.babylonjs-playground.com/#1O8OKN Works great! the clone moves seperate to the mesh. Now i serialize the scene and save it to a file. When i load that scene, i can't move just the clone by itself anymore. They appear to be attached. http://www.babylonjs-playground.com/#JQE2O The two meshes on top of each other, this can be confirmed in the debug layer. Does anyone have any suggestions on how to fix this? how to perhaps separate them? or even what is going on so i can try to understand it? Currently all i can see is that both cloned meshes have the same ID. But they both have the same ID when i first clone it and it works great. But after i load it not so lucky. Any ideas?
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I do not know if I use it wrong, but I can not reach serializeMesh and other functions serialization. only serializeScene is achievable. BABYLON.serializeMesh(newMeshes) => undefinedBABYLON.SceneSerializer.Serialize(scene) => ok http://playground.babylonjs.com/#1TLGIF