david028 Posted March 26, 2016 Share Posted March 26, 2016 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. Quote Link to comment Share on other sites More sharing options...
Temechon Posted March 27, 2016 Share Posted March 27, 2016 You have to use the 'reset xform' button in 3DSMax before exporting your scene. This will bake all transformations in the object vertices, and can fix some issues you have in Babylon. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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