Jump to content

Search the Community

Showing results for tags 'shapekey'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hi, my friends, Recently I try TOB ( tower of babel) exporter to get the mesh for babylonjs. I try to export the shape keys under the group of ENTIRE_MESH config. However, after I deform another shape key after the first shape key is deformed completely. I find it initially referenced the BASIS shape key group and then execute the next shape key . It seems to be fixed in the QI lib.js . I'm wondering if there is any approach that I can make the following happens? ------------------------------------------ Blender ShapekeyA ( from 0~1, default as 0) Blender ShapekeyB ( from 0~1, default as 0) key = Qi.deformation("ENTIRE_MESH" ,"ShapekeyA", 1 , duration) mesh.queueSingleEvent(key); key = Qi.deformation("ENTIRE_MESH" ,"ShapekeyB", 1 , duration) mesh.queueSingleEvent(key); =======> in the recommened way, finally, I can get the mesh with (ShapekeyA=1 )&& (ShapekeyB=1) instead of ( ShapekeyA returing to BASIS ) && ( ShapekeyB=1) Any advice will be appreciated Thank you so much!
×
×
  • Create New...