minifussy Posted November 30, 2014 Share Posted November 30, 2014 Hi, I am attempting to export a blender file using the babylon.js exporter. My mesh contains an armature with incomplete and basic rigging, during my attempts to export the following situations occur: 1. processing complete of skeleton: Armatureprocessing begun of mesh: characterWARNING: Maximum # of influencers exceeded for a vertex, extras ignored^repeated many many times 2. num positions : 65535num normals : 65535num uvs : 131070num uvs2 : 0num colors : 0num indices : 65535num skeletonWeights: 262140num skeletonIndices: 262140WARNING: The following mesh has exceeded the maximum # of vertex elements & will be broken into multiple Babylon meshes: character========= An error was encountered ========= File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_export_babylon.py", line 247, in execute mesh = Mesh(object, scene, self.multiMaterials, nextStartFace, forcedParent, nameID) File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_export_babylon.py", line 491, in __init__ self.name = object.name + nameIDERROR: Can't convert 'int' object to str implicitly========= end of processing ========= These two errors prevent me from exporting my man into babylon. Any advice as to how to proceed would be greatly appreciated, Thanks Joe Quote Link to comment Share on other sites More sharing options...
davrous Posted November 30, 2014 Share Posted November 30, 2014 Hello, Current version of Babylon.js is limited to 16 bits indices as this is what most browsers are supporting. Next version (v2) will support the 32 bits indices using appropriate WebGL extension. But this will break the meshes compatibility with almost all mobile for instance. For WebGL, the best solution is then to limit ourselves to meshes with less than 65536 (16 bits) vertices.Bye,David Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 30, 2014 Share Posted November 30, 2014 As far as option 2, where the code fails, thanks for posting. I did not have any example of a blend with a mesh that actually tested this. I have changed the python script, but it is not in the repository yet. Jeff Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 30, 2014 Share Posted November 30, 2014 Actually, in the Babylon.py version, this change was made 2 days ago by Deltakosh. Get it from the repository. DK, you are not updating the version with your commits. A quick heads up if you commit a change to first pass would be appreciated, so that I can make sure it ends up in Tower of Babel. Jeff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 1, 2014 Share Posted December 1, 2014 HeyJCPalmer I forgot (ONCE AGAIN:)) to change the version number:) Quote Link to comment Share on other sites More sharing options...
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