Jump to content

Scene Export & Workflow (Huge Scene File Management)


david028
 Share

Recommended Posts

I was wondering what other people do for there 3ds Max/Blender -> babylon.js workflows?

I find that If I create a scene with multiple objects, materials & animation within 3ds max and then export to Babylon.js I will usually need to do some more work on the Babylon.js side (adjust and fine-tune material parameters, add advanced material types, minor repositioning to perfect things in the browser environment, additional animation easing and so on..).

I will then re-export my using the SceneSerializer method so that it is saved using the standard format.

The annoyance for me is then when I decide to swap out an object or make a change to my animation on the 3ds Max side - I then have to re-work all of the post-export modifications or dive into a huge scene.js file full of mesh vertices and animation keys to merge the two versions.

Could there be a way to export from 3ds Max that will produce a folder with a main Scene.js file with references to a separate JS file for each material and each object. This would mean that the materials could be edited without hunting through a file of several megabytes, objects could be changed or added without re-exporting an entire scene and scene files which are a lot more manageable.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...