gryff Posted September 24, 2015 Share Posted September 24, 2015 I've never really looked at/compared the .babylon files produced by the BJS exporters from 3DMax and Blender until the last week. I guess I first noticed a difference when I looked at a 3dMax file that dad72 so generously let me use while I was struggling with the "attachToBone" issue. A couple of differences that I immediately noticed - In 3Dmax Files: 1. Meshes have a "pickable" parameter in 3Dmax files.2. Lights have "excludedMeshesIds" and "includedOnlyMeshesIds" parameters.3. Lights and Cameras have a number of "autoAnimate" parameters. So, I am curious about what other features the 3DMax produced .babylon files have over the Blender produced ones? cheers, gryff Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted September 24, 2015 Share Posted September 24, 2015 Blender exporter does have auto animate for Lights & cameras. Adding companion things as long as FileLoader.ts reads them, is probably not a big deal. In fact, FileLoader.ts is the gate keeper, not 3Dmax. Just look at that file or it's .js version if you are more comfortable with Javascript. Make a list of the things supported, which Blender does not have. Some things may be more doable in one exporter than another. With different people working on them, it is probably best described as an intersection of features. Blender just added FreezeWorldMatrix, Material.checkOnlyOnce, and inline textures to fileLoader.ts, so would not be surprised if they were not in 3DMax, or unity exporters right now. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 24, 2015 Share Posted September 24, 2015 Agree with JCP: there may be some discrepancies but nothing really big Quote Link to comment Share on other sites More sharing options...
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