eboo Posted March 2, 2016 Share Posted March 2, 2016 13 minutes ago, Deltakosh said: So this is already possible I think - Go to Blender or Max or any .babylon.js compatible exporter - Export superman mesh (only) - Then export skeleton + walking animation to a walk.babylon - Then export skeleton + fight to fight.babylon Now you can SceneLoader.Load("superman") and SceneLoader.Append("walk") to get a new skeleton you can then apply to superman Does it make sense? yes ^^ we try ^^ some of us do'nt use blender some of us do'nt know bvh and few of us (1) want to use kinect but none of us have a working playground ^^ Dad72 1 Quote Link to comment Share on other sites More sharing options...
eboo Posted March 2, 2016 Share Posted March 2, 2016 2 minutes ago, benoit-1842 said: Correct. I am not that good in english so I will explain it french : donc je cree des animations avec le kinect en format bvh. J'ai construit un personnage. Je veux e'n webgl que mon personnage soit capable de recevoir des bvh a la volee sans avoir a passer par le bon vieux blender. Parce qiue presentement c'est possible avec three.js mais pas avec babylon.js pourqupi bvh ? C'est tres leger et ca permet d'avoir des animations complexes sans trop taxer mon programme. Merci, Benoit c'est ta demande pas celle d'origine de Dad72 Dad72 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted March 2, 2016 Share Posted March 2, 2016 like Dad72, you can use a translator if you don't feel comfortable with the Shakespeare's language. But don't feel afraid to write wrong english, we all do... it's not real english, kind of globish instead : something that everyone in the world believe to understand and pretend to speak. As long as we all almost understand each other, it doesn't really matter if it's right or wrong in term of correct language. ... if you could hear DK speaking english with his accent from the Landes :-D (I shouldn't laugh at him, I'm worse !) Dad72 1 Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted March 2, 2016 Share Posted March 2, 2016 Ouin mais moi si je parle en quebecois tu pourras pas me comprende Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted March 2, 2016 Share Posted March 2, 2016 Mais le seul probleme c'est que j'ai de la misere a exprimer mes problemes en anglais Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 Ok so the idea would be to allow babylon.js to have a custom importer for .bhv, correct? Quote Link to comment Share on other sites More sharing options...
DezOnlyOne Posted March 2, 2016 Share Posted March 2, 2016 I may have been wrong in what I stated. It would be great to have: skeletons_and_mesh.babylon walk.babylon run.babylon idle.babylon etc. I saw the demo with the bvh for threejs and sea3d, but I came over to babylon from threejs and sea3d. Going back is not an option. I just want to have my skeleton and mesh in one file and be able to apply smaller files to it to produce animations. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 You can have walk.babylon exported with just the skeleton (with attached animations) and then merge it with the current scene in order to apply the skeleton to your mesh. Quote Link to comment Share on other sites More sharing options...
eboo Posted March 2, 2016 Share Posted March 2, 2016 Deltakosh: have you a sample? I'm working hard on it. But i'm unable to make it work... animation copy doesn't found the end of my anymation by name. bvh can be imported with blender and could be converted. Not sure we need to develop direct importer for babylon. But we need to have smaller babylon files ^^. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 To elaborate a bit more: From your scene where you have the mesh, the skeleton (and its animation): - Export only the mesh to a mesh.babylon file - Export only the skeleton (and its animation) to a walk.babylon file Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 2, 2016 Author Share Posted March 2, 2016 DK. I tried your solution to export Skeleton with animation only. Looks like the biped is considered an object with export 3ds max. My original request was not using BVH I do not know, but to add animations to the request as Eboo explain. Quote Now you can SceneLoader.Load("superman") and SceneLoader.Append("walk") to get a new skeleton you can then apply to superman This is not working. I did and I had a black character and no animation and no error in the console. Thank you DK Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 Let's share what you did on the PG and we will figure out how to make it work. There is no reason why it won't work Quote Link to comment Share on other sites More sharing options...
eboo Posted March 2, 2016 Share Posted March 2, 2016 is there a way to uplad files in PG? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 2, 2016 Author Share Posted March 2, 2016 20 minutes ago, Deltakosh said: Let's share what you did on the PG and we will figure out how to make it work. There is no reason why it won't work I'll do it tomorrow Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 @eboo: no you have to host them on your server Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Author Share Posted March 3, 2016 Problem 1) In made there was a problem exporting an object with only a skeleton. all the bones are exported as meshes and are like skeleton. For the skeleton in the console I have the name: Skeleton 0 Problem 2) Then if I export only the skeleton with animations. Same thing, no animation is exported and the skeleton is considered a meshes. No skeleton is exported here : I send you the .max file by MP @Deltakosh Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 FOr bones exported as mesh, there is an option in 3dsmax to not generate meshes for bones (somewhere buried into bone's properties) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Author Share Posted March 3, 2016 I can not seem to find such an option. A you a screenshot or further details on where this option is. Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 Right click on a bone, babylonjs properties, do not export Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Author Share Posted March 3, 2016 Ah, ok, options to babylon properties. I was looking in 3ds max options. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 Sorry I was not clear Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Author Share Posted March 3, 2016 But suddenly, no bone is not exported. If I export the Skeleton with animation, nothing is exported by doing this, no bones, no animation. and if I active the option, export as meshes. Y really a problem DK. I explained the problem in French by 'MP' Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 There is not test for this feature on bones. So either you also marked the mesh as "Do not export", either I have a bug (I've double checked my code and nothing jumped in my face) Sorry for not being more helpful but I'm overwhelmed at work with //Build incoming soon. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Author Share Posted March 3, 2016 I try to create a skeleton only. If I do not checked 'Do not export', it exports a meshes. If I checked 'Do not Export' it exports no meshes and no bones.(see screenshot) I can not get any easier for the tests. So separate animations of a mesh is no possible. What looks like a big bug. Sorry you add the additional works DK. I suppose that in the missing of a 'skin' modifier, the skeleton is regarded as a mesh. By checking 'Do not export.' nothing is exported (see screenshot) Maybe I explain evil. but you can not export a skeleton with animation without the mesh. otherwise the skeleton export as a mesh that should not be. This explains the bugs I have since the beginning of this sujet. Is someone can also try and confirm the problem in a more understandable English than mine please. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 In order to export skeleton, you NEED to have a mesh using it. There is no bug here (stop calling for bugs everytime please). What I suggest is just using a really simple mesh to support it (not the real complex one exported in a different file). In the future, if someone wants to do it, we can think about exporting skeletons not linked to a mesh. But for now you have to attach it to a mesh (even a simple box can make it) Quote Link to comment Share on other sites More sharing options...
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