DrYSG Posted September 7, 2015 Share Posted September 7, 2015 I used the Blender exporter (in version 2.1) to export a model I found in Blend Swap: http://www.blendswap.com/blends/view/64340 But when I try to import the mesh I get the following problems: 1. Manifest not foundFailed to load resource: the server responded with a status of 404 (Not Found) (http://localhost/SceneViewer/road-babylon/scene.babylon.manifest?1441657284770 ) I noticed that your demo at http://www.babylonjs-playground.com/# (demo #16) import meshes has the same problem. 2. At line: babylon.2.1.js:5 babylon.2.1.js:5 Uncaught TypeError: t[A] is not a function --- All of this was tested with Chrome V45, and Bablylon 2.1 The server is Apache, but I see no problems loading. I also get a bunch of warnings about: WebGL: drawElements: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled which seems to be related to the fact that the blender model uses TGA files (and I don't know how to do a bulk convert of those textures yet). 3. Box SceneHowever, the simple no texture default box scene exports from Blender 2.7 just fine, and it also loads (but yes, I still get the missing manifest error), which appears not to be fatal, or the issue. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted September 7, 2015 Share Posted September 7, 2015 Ignore the manifest error. Please post the log file from the export. Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 8, 2015 Author Share Posted September 8, 2015 Here is the log file: Exporter version: 3.0.4, Blender version: 2.75 (sub 0)========= Conversion from Blender to Babylon.js =========Python World class constructor completedprocessing begun of camera (FreeCamera): Cameraprocessing begun of mesh: Anti_Slip_Tiles.001processing begun of Standard material: Anti_Slip_TilesDiffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.002registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.003registered as also a user of material: Anti_Slip_Tilesnum positions : 192num normals : 192num uvs : 384num uvs2 : 0num colors : 768num indices : 192processing begun of mesh: Anti_Slip_Tiles.004registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.005registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.006registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.007registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.008registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.009registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.010registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.011registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.012registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.013registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.014registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.015registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.016registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.017registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.018registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.019registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.020registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.021registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.022registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.023registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.024registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.025registered as also a user of material: Anti_Slip_Tilesnum positions : 66num normals : 66num uvs : 132num uvs2 : 0num colors : 264num indices : 66processing begun of mesh: Anti_Slip_Tiles.026registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.027registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.028registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.029registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.030registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.031registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.032registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.033registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.034registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.035registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.036registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.037registered as also a user of material: Anti_Slip_Tilesnum positions : 192num normals : 192num uvs : 384num uvs2 : 0num colors : 768num indices : 192processing begun of mesh: Anti_Slip_Tiles.038registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.040registered as also a user of material: Anti_Slip_Tilesnum positions : 120num normals : 120num uvs : 240num uvs2 : 0num colors : 480num indices : 120processing begun of mesh: Anti_Slip_Tiles.042registered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Anti_Slip_Tiles.044registered as also a user of material: Anti_Slip_Tilesnum positions : 120num normals : 120num uvs : 240num uvs2 : 0num colors : 480num indices : 120processing begun of mesh: Anti_Slip_Tiles.045registered as also a user of material: Anti_Slip_Tilesnum positions : 120num normals : 120num uvs : 240num uvs2 : 0num colors : 480num indices : 120processing begun of mesh: Anti_Slip_Tiles.046registered as also a user of material: Anti_Slip_Tilesnum positions : 120num normals : 120num uvs : 240num uvs2 : 0num colors : 480num indices : 120processing begun of mesh: Anti_Slip_Tilesregistered as also a user of material: Anti_Slip_Tilesnum positions : 12num normals : 12num uvs : 24num uvs2 : 0num colors : 48num indices : 12processing begun of mesh: Plane.001processing begun of Standard material: Material_2Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.002processing begun of Standard material: Material_3Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.003processing begun of Standard material: Material_4Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.004processing begun of Standard material: Material_5Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.005processing begun of Standard material: Material_6Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.006processing begun of Standard material: Material_7Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.007processing begun of Standard material: Material_8Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.008processing begun of Standard material: Material_9Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.009processing begun of Standard material: Material_10Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.010processing begun of Standard material: Material_11Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.011processing begun of Standard material: Material_12Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.012processing begun of Standard material: Material_13Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.013processing begun of Standard material: Material_14Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.014processing begun of Standard material: Material_15Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Plane.015registered as also a user of material: Material_4num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Planeprocessing begun of Standard material: Material_1Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"num positions : 6num normals : 6num uvs : 12num uvs2 : 0num colors : 0num indices : 6processing begun of mesh: Road_Borders.001processing begun of Standard material: Road_BorderDiffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Bump texture foundImage texture found, type: bumpTexture, mapped using: "UVMap"Diffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVMap"Specular texture foundImage texture found, type: specularTexture, mapped using: "UVMap"num positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.002registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.003registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.004registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.005registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.006registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.007registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.008registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.009registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.010registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.011registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.012registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.013registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.014registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.015registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.016registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.017registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.018registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.019registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.020registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.021registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.022registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.023registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.024registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.025registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.026registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.027registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.028registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.029registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.030registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.031registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.032registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.033registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.034registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.035registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.036registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.037registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Borders.038registered as also a user of material: Road_Bordernum positions : 1536num normals : 1536num uvs : 3072num uvs2 : 0num colors : 6144num indices : 1536processing begun of mesh: Road_Borders.039registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.040registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.041registered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Road_Borders.042registered as also a user of material: Road_Bordernum positions : 1728num normals : 1728num uvs : 3456num uvs2 : 0num colors : 6912num indices : 1728processing begun of mesh: Road_Borders.043registered as also a user of material: Road_Bordernum positions : 24num normals : 24num uvs : 48num uvs2 : 0num colors : 96num indices : 24processing begun of mesh: Road_Bordersregistered as also a user of material: Road_Bordernum positions : 432num normals : 432num uvs : 864num uvs2 : 0num colors : 1728num indices : 432processing begun of mesh: Security_Post.001processing begun of Standard material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.002registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.003registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.004registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.005registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.006registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.007registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.008registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.009registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.010registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.011registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.012registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.013registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.014registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.015registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.016registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Post.017registered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of mesh: Security_Postregistered as also a user of material: Security_Postnum positions : 612num normals : 612num uvs : 0num uvs2 : 0num colors : 0num indices : 612processing begun of light (POINT): Lampprocessing begun of light (SUN): Sun========= Writing of scene file started ================== Writing of scene file completed ================== end of processing =========elapsed time: 0 min, 4.698 secs Quote 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JCPalmer Posted September 8, 2015 Share Posted September 8, 2015 Ok, downloaded. Only 3 blends found, so all images are packed inside the Blends. When images are packed, they are not merely copied during, they are "rendered". Unfortunately, the base name of the file used when being packed is what it is named when rendered. What gets rendered depends on what format is chosen in the "Output" section of the Render tab, camera icon, of the Proprieties window. (You can only see the Output section of Render properties, when the Render is set to "Blender Render". This blend has it set to Game) What are actually getting generated are .PNG files. There could be multiple ways to fix this. Ideas, David, Gryff? I am too busy with my own stuff right now to change this, in any case. Do have a fix though:Switch one of the windows to a properties window. Go to the Scene Tab, 3rd from the left tab. Click 'inline textures'This way there are NO external files outside the .babylon file. Just make sure you run against bjs 2.2, since this is no supported in 2.1. Unfortunately, the developer mixed an matched file types. If they were all targa, then you could just switch the output format as another work around. Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 8, 2015 Author Share Posted September 8, 2015 Found it. I will tell you how it works. Thank you so much for the NAVIGATION of the Blender menus. I only started using it 2 days ago, it is a big GUI (But I have seen 3DS MAX before). I like blender better. Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 8, 2015 Author Share Posted September 8, 2015 Just tried in in the sandbox. I set the Output Render to PNG, and did an inline textures (Render properties) . I can send you the .babylon file. But, testing in bys 2.2 sandbox gave this: Babylon.js v2.2.0-beta - 60 fps I sent it up as blender Render (not game) I will try with my local setup bjs 2.2 and report back later. (too bad the .bablylon file is 34.6 MB), or I would attach it. [13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain header[13:33:18]: Unable to load TGA file - Not enough data to contain headerCountTotal meshes: 122Total vertices: 25728Total materials: 19Total textures: 51Active meshes: 6Active indices: 2490Active bones: 0Active particles: 0Draw calls: 6 DurationMeshes selection: 0.12 msRender Targets: 0.01 msParticles: 0.01 msSprites: 0.00 ms Render: 0.60 msFrame: 0.93 msPotential FPS: 1070 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 8, 2015 Share Posted September 8, 2015 You mentioned PNG but babylon seems to get .TGA..weird Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 8, 2015 Author Share Posted September 8, 2015 It is weird. I double checked that it was PNG. here is a link to the *.babylon file: https://onedrive.live.com/redir?resid=1C21D63CF9F50F9E!2100&authkey=!AFnULOJhIumg34Y&ithint=file%2cbabylon Quote Link to comment Share on other sites More sharing options...
gryff Posted September 8, 2015 Share Posted September 8, 2015 Hi DrYSG and Jeff I took a look at one of the .blend files (Left_Hand_Traffic). Anyway to try a methodical approach I decided to concentrate on a small piece of the file -> Plane.010 as it is at the origin. 1. I saved out Tarmac_Color, Tarmac_Normal and 0011 tga files as .png files.2. Deleted all the texture files and all the objects except Plane.0103. Now loaded the .png files and applied them to Plane.0104. Added a Hemi light and a camera. Exported as a .babylon file and viewed it in the sandbox - see imagebelow. So I am seeing the plane with a texture and normal map - but looking at the now very simple .babylon file I notice this for the now single material:"materials":[{"name":"Left_Hand_Traffic1b.Material_11","id":"Left_Hand_Traffic1b.Material_11","ambient":[0.8,0.8,0.8],"diffuse":[0.64,0.64,0.64],"specular":[0.5,0.5,0.5],"emissive":[0,0,0],"specularPower":50,"alpha":1,"backFaceCulling":true,"checkReadyOnlyOnce":true,"diffuseTexture":{"name":"Tarmac_Color.png","level":1,"hasAlpha":1,"coordinatesMode":0,"uOffset":0,"vOffset":0,"uScale":4,"vScale":4,"uAng":0,"vAng":0,"wAng":0,"wrapU":1,"wrapV":1,"coordinatesIndex":0},"specularTexture":{"name":"Tarmac_Color.png","level":0.5,"hasAlpha":1,"coordinatesMode":0,"uOffset":0,"vOffset":0,"uScale":4,"vScale":4,"uAng":0,"vAng":0,"wAng":0,"wrapU":1,"wrapV":1,"coordinatesIndex":0},"diffuseTexture":{"name":"0011.png","level":1,"hasAlpha":1,"coordinatesMode":0,"uOffset":0,"vOffset":0,"uScale":1,"vScale":1,"uAng":0,"vAng":0,"wAng":0,"wrapU":1,"wrapV":1,"coordinatesIndex":0},"bumpTexture":{"name":"Tarmac_Normal.png","level":3.3333,"hasAlpha":1,"coordinatesMode":0,"uOffset":0,"vOffset":0,"uScale":4,"vScale":4,"uAng":0,"vAng":0,"wAng":0,"wrapU":1,"wrapV":1,"coordinatesIndex":0}}],The material has 2 diffuse textures. Can BJS handle this? Looking at the texture panel in Blender for each texture, the first texture "Tarmac_Color.png" under "Influence" is used to provide diffuse and specular colour with a "Blend" type of MIX. For the second diffuse texture "0011.png" under "Influence" provides diffuse colour only with "Blend" type set to ADD. Can BJS handle the addition to diffuse colour from a second texture? Is the first diffuse texture being ignored for providing the diffuse colour? cheers, gryff Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 8, 2015 Author Share Posted September 8, 2015 I really did not want to cause all this trouble here. If there is a simpler road work model that I can get, that would solve my issue. If this problem has some interesting parts on its own, then I am willing to help. I think you have a real winner and would like to contribute as a newbie. What I was looking for was a ground plane with roads that I could place one buildings, signs and other street furniture. Suburban is best. I was looking at this one, but when I do the import into Blender, I lose all the textures (FBX, OBJ) [Yes, I am a real newbie at Blender too, so it might be that texture import does not work). http://tf3dm.com/3d-model/environment-23742.html Quote Link to comment Share on other sites More sharing options...
gryff Posted September 8, 2015 Share Posted September 8, 2015 DrYSG, well I've seen more complex issues, but each issue raised can be seen as a test for BJS. So don't give up yet I would like to see Jeff's answer to the issue I posted above. As for alternative "road systems", what would you want to include? Would your requirements include all the street markings? cheers, gryff Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 8, 2015 Author Share Posted September 8, 2015 Simple suburban scene, a few roads, and simple buildings. I can add the lamps, street signs, and a few other items. If all else fails I will just deal with a flat plane and texture it. I did thing that this model was a good shot for a simpler one, but when I export it complains about missing textures (and yes, blend did not import them with the FBX or OBJ). So I am not pointing a finger at the exporter, but rather why does Blender not load the textures? http://tf3dm.com/3d-model/environment-23742.html Exporter version: 3.0.4, Blender version: 2.75 (sub 0)========= Conversion from Blender to Babylon.js =========Python World class constructor completedFCurve animation processing begun for: Spot001.Targetprocessing begun of node: Spot001.TargetFCurve animation processing begun for: Camera001.Targetprocessing begun of node: Camera001.TargetFCurve animation processing begun for: Camera001processing begun of camera (FreeCamera): Camera001FCurve animation processing begun for: Dummy001processing begun of node: Dummy001FCurve animation processing begun for: City_building_041processing begun of mesh: City_building_041processing begun of Standard material: Building_dntDiffuse texture foundImage texture found, type: diffuseTexture, mapped using: "UVChannel_1"========= An error was encountered ========= File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 288, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 707, in __init__ material = StdMaterial(slot, exporter, object) File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons\io_export_babylon.py", line 1754, in __init__ self.textures.append(Texture('diffuseTexture', mtex.diffuse_color_factor, mtex, mesh, exporter)) File "C:\Program Files\Blender Foundation\ Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted September 8, 2015 Share Posted September 8, 2015 Received. Shot self in foot, copying over a file I spent 2 hours changing today . Need to retrace what I did in my mind. Will answer tomorrow. Quote Link to comment Share on other sites More sharing options...
gryff Posted September 8, 2015 Share Posted September 8, 2015 Shot self in foot Hope that is metaphorically Jeff! Answer at your leisure. cheers, gryff Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 9, 2015 Author Share Posted September 9, 2015 I tried the other model. I got the textures to load in Blender. But the rendering in Bablyon is only getting some of the textures, and the lighting is off. (The log complains on some of the TGA textures, but not all). I am testing in V2.2 of Babylon Tips? Blend file: http://1drv.ms/1Od19hvBablyon file: http://1drv.ms/1Od1dxw Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted September 9, 2015 Share Posted September 9, 2015 Ok, as far as multiple image textures of the same type in a single material: Each texture has a different 'Level' (BJS term), so they I guess they are being blended in Blender. That is not possible in BJS. This would have been a problem for the exporter, prior to the ability to bake materials during export. The exporter has a class which evaluates the materials prior to any processing, called BakingRecipe. In 3.0.5, it now checks if there are more than 1 image textures per type. If yes, then it bakes. The trade off is, baked materials cannot be shared across meshes (No big deal if not being shared). This is a disaster for this .blend. With inline textures, the .blend is 25 mb, and took 16.5 minutes to process. This strategy of just grabbing .blends people post, and running them thru the exporter to build your scene is flawed. The people who made these would have baked the combined images outside of the exporter had they knew is was going to BJS. They probably done a lot of other things for better efficiency too.--------------The packed image naming issue is still outstanding in 3.0.5 gryff 1 Quote Link to comment Share on other sites More sharing options...
gryff Posted September 9, 2015 Share Posted September 9, 2015 This strategy of just grabbing .blends people post, and running them thru the exporter to build your scene is flawed. I agree Jeff. While it may seem like a shortcut fixing issues can take a lot of time. I took a look at the second blender file that DrYSG posted - and too a look at just one house. It had ten windows - all the same mesh - just different location and rotation. Nine of these could be converted into instances. And that was just one house. Each texture has a different 'Level' (BJS term), so they I guess they are being blended in Blender. Exactly Jeff. And another example where building specifically for BJS/WebGL would not have caused problems. cheers, gryff Quote Link to comment Share on other sites More sharing options...
gryff Posted September 9, 2015 Share Posted September 9, 2015 DrYSG, I did a little experimenting with your original scene because of this issue with two diffuse textures showing up. Here is my result Street What I did: 1. Created a large plane that would serve as the "Tarmac" for everything else.2. Created 5 smaller planes that would serve to apply the "street marking" textures.3. Exported from Blender 5 "street marking" textures as .png files. (I could not load the textures into my graphics program if exported as .tga)4. Loaded each one of those .png files into my graphics program removed all the black areas then saved as a 32bit png with transparency.5. Now applied each of these 5 textures to their appropriate small plane.6. Exported to.babylon format If you look at the .blend file, in the 3D window you will see the textures "z fighting" and this will happen in the babylon scene too. So check my loading script - it uses a "zOffset" parameter to stop the "Tarmac" material clashing with the "street markings". The blend file has my .png textures packed with it. You could add more small planes and appropriate textures to complete that part of the scene. Then move on to the sidewalk/pavements which don't have this 2 diffuse textures issue. cheers, gryff Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 10, 2015 Author Share Posted September 10, 2015 I probably only grok about 40% of what you are saying. But I am not new to some of the issues, just not on top of Blender and BJS yet. 1. Is there a way for me to BAKE things manually using off the shelf models?2. It sounds like you are saying there they should be using multiple instances of the same mesh, with the same material, but instead they are having multiple instances of meshes with the same material.3. Since we don't have time or funding to create elaborate scenes, we are looking for off the shelf ones we can use, but it is hard to tell before buying. For example, this one at TurboSquid sounds great: http://www.turbosquid.com/3d-models/3d-residential-development-model/767181 Residential development city tile (192m x 192m). Just 27,476 polys and 51 textures used in entire scene. Outstanding poly and texture efficiency for this level of scale and detail. But it might not work either. Perhaps we need even a dumber one: http://www.turbosquid.com/3d-models/3dsmax-houses-neighborhood/639196 with 17K vertices. In any case. What I would love to help develop is a listing of things that are dumb or stupid to do in Blender, or to look for, which make BJS models not work well.A simple Guide to Blender Export is what is called of. If you create a list for me, I would not mind crafting that into a guide. Right now, I am hitting about 20% in finding models (cars, suburban blocks, street furniture, etc) that actually work for BJS. I probably am not the only one with this issue. Quote Link to comment Share on other sites More sharing options...
gryff Posted September 10, 2015 Share Posted September 10, 2015 Looking at the two models both should work but: Link 1 - 51 bmp textures in power of 2 resolutions - 50Mb. You probably will have to convert the textures to .png or .jpg. Don't think BJS supports .bmp. Link 2 - simple houses for a neighborhood scene ... Good for medium to long shots. Do you want to get close to buildings? Instances. If you have a mesh object then in Object Mode-> Duplicate Linked Object. Then move the duplicate to the position you want. Examples: Stones and Trees (Several 1000 trees I believe) See more on this thread The instance has the same material/texture. If you change the position of a vertex in Blender - all instances reflect that change. Edit: For example, all those safety posts in the original Roads link you posted could be instances cheers, gryff DrYSG 1 Quote Link to comment Share on other sites More sharing options...
DrYSG Posted September 10, 2015 Author Share Posted September 10, 2015 Do you have a quick pointer for a fast way to convert the All textures from BMP (or TGA) to JPG> I would not want to have to find each material and have to manually change the material if I can avoid it. Quote Link to comment Share on other sites More sharing options...
gryff Posted September 10, 2015 Share Posted September 10, 2015 No sorry DrYSG. cheers, gryff Quote Link to comment Share on other sites More sharing options...
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