MarianG Posted February 20, 2015 Share Posted February 20, 2015 Hi again. Onem more question.What is the best way way to convert maya animated characters to babylonjs.Until now, I make objects in maya, export .fbx, import in blender, and from there export .babylonNow I use online converter, for a .fbx animation, but it doesn't convert animations, only the mesh, without animations.If i save animation .dae and try to convert with online converter, i take a error "The driver has encountered an unexpected error.".Another posibility exists?Or will be available a plugin for maya in next versions of babylon?Thanks. Quote Link to comment Share on other sites More sharing options...
davrous Posted February 20, 2015 Share Posted February 20, 2015 Hi! We have no plan to build a Maya exporter. The best options are today the 3DS Max exporter which is by far the most advanced then the Blender exporter. Best option would then be to open your Maya scene in 3DS to export to .Babylon. We're still thinking on ways to improve the conversion process. Unity will be our next step but we have other ideas (like working closely with Clara.io for instance).David Quote Link to comment Share on other sites More sharing options...
MarianG Posted February 20, 2015 Author Share Posted February 20, 2015 Ok, thank you sir, I'll try with 3DS Max. Have a nice day! Quote Link to comment Share on other sites More sharing options...
MarianG Posted February 26, 2015 Author Share Posted February 26, 2015 Hi. I install 3DS Max, and put the .dll files for exporter. I works fine for static mesh, but an anime mesh not work, I got : "Too many bones influences per vertex: 5. Babylon.js only support 4 bones influences per vertex." Same animation works fine if I export it from blender.I;m totaly noob with 3DS Max, and I don't know, I need to set something more in Max? Thanks a lot. Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted February 26, 2015 Share Posted February 26, 2015 Hi, Try to put this value (red rectangle in the attached jgp) to 4. It should work. Dad72 1 Quote Link to comment Share on other sites More sharing options...
MarianG Posted February 26, 2015 Author Share Posted February 26, 2015 Thanks dude, it works . Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 26, 2015 Share Posted February 26, 2015 I've add this info in the documentation (still awaiting approval) @Sammuel, I allowed myself to reuse your picture for documentation. I hope it does not bother you. Quote Link to comment Share on other sites More sharing options...
MarianG Posted March 3, 2015 Author Share Posted March 3, 2015 And one more little problem.Function mesh.lookAt(), doesn't work with mesh exported from 3ds max. It is because 3ds max has z ax insteed of the y ax ? Is there a way to reverse them? I try without function look.At() x0 = obj.position.x; y0 = obj.position.y; z0 = obj.position.z; x1 = obj.path[obj.index].x; y1 = obj.path[obj.index].y; z1 = obj.path[obj.index].z; delta_x = x1 - x0; delta_y = y1 - y0; delta_z = z1 - z0; goal_dist = Math.sqrt( (delta_x * delta_x) + (delta_z * delta_z) ) rot = Math.atan2(delta_x, delta_z); if (goal_dist > SPEED/2) { x_move = delta_x * ((SPEED/2) / goal_dist); y_move = delta_y * ((SPEED/2) / goal_dist); z_move = delta_z * ((SPEED/2) / goal_dist); obj.rotation.y = rot+Math.PI; obj.rotation.z = rot+Math.PI; // no result, my mesh doesn't want to rotate where I want ) obj.position.x += x_move; obj.position.y += y_move; obj.position.z += z_move; //obj.lookAt(new BABYLON.Vector3(obj.path[obj.index].x, obj.path[obj.index].y,obj.path[obj.index].z)); }else{ if (obj.index<obj.path.length-1) { obj.index++; }else{ obj.index = 0; } } Quote Link to comment Share on other sites More sharing options...
MarianG Posted March 3, 2015 Author Share Posted March 3, 2015 Fix it:obj.lookAt(new BABYLON.Vector3(obj.path[obj.index].x, obj.path[obj.index].y-100,obj.path[obj.index].z));I will never understand why, I need to decrease y coord with 100. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.