benoit-1842 Posted March 31, 2015 Share Posted March 31, 2015 When I am exporting a human animated model from Blender to babylon.js format with the exporter, it takes around 15 minutes to complete the process of converting the model.... Is it normal ? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 31, 2015 Share Posted March 31, 2015 Unfortunately, yes. Do not remember why, other than a short-cut / optimization cannot be used with armatures. Do not have time to check. Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted March 31, 2015 Author Share Posted March 31, 2015 Ok..... Thanx for the answer.... Hope there`s gonna be a way to improve this, Benoit Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 31, 2015 Share Posted March 31, 2015 yeah I have the same problem... I have a complex armature, so it takes 10 minutes. In other words, not going to be done. :C So I guess I'm screwed :C Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 1, 2015 Share Posted April 1, 2015 Yep,The optimization of sharing identical vertices with the same material cannot be used when you have bones. There is no guarantee these have the same bone influencers. The number of vertices is usually higher than if you deleted the armature. The real killer is each vertex group of these vertices must be checked against each bone to see if it a match. The result the compute time explodes as number of bones and vertices get large. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 1, 2015 Share Posted April 1, 2015 @Jeff: we should add an option to export without this optmization Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 1, 2015 Share Posted April 1, 2015 Very doable, since contained to pass 1 & would be on this line:alreadySaved = alreadySavedVertices[vertex_index] and not (hasSkeleton or noVertexOpt)Could pass noVertexOpt as arg in constructor Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 1, 2015 Share Posted April 1, 2015 Changed, tested all the way to scene with TOB. Tested as far as export for .babylon. Log files matched. Default is off. This increases vertices, normals, & UVS (probably UVS2 & colors too) a lot. Not going to be popular at all. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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