Zino54220 Posted July 15, 2016 Share Posted July 15, 2016 Hi everyone, I have a big problem... I see when I execute my game with basic animations, some objetcs have location change...I had understood than the problem is the Babylon's exporter 4.6.1 merge animations objects like in this example : After creation animations in Blender : After export with Babylon Exporter : I saw this topc but I don't understand if there is a solution or not ... Anybody can explain me how can I resolve this problem ? Use previous release of Babylon Js or Blender ?? Thanks! Quote Link to comment Share on other sites More sharing options...
Zino54220 Posted July 15, 2016 Author Share Posted July 15, 2016 I specify that the bug is on objects without skeleton...help or suggestion will be really appreciated, I would like make demo as soon as animations will be finished... Quote Link to comment Share on other sites More sharing options...
Zino54220 Posted July 15, 2016 Author Share Posted July 15, 2016 Fortunately, I have the previous version of Babylon V2.2 with an Exporter compatible for Blender 2.76. Hope this help Quote Link to comment Share on other sites More sharing options...
gryff Posted July 15, 2016 Share Posted July 15, 2016 @Zino54220: Two aspects of this returning your blender file so that objects have not been moved and "ranges" I will use your images above to explain issue 1. After export, the animation for "VerrousHaut" has been changed from VerrousHautAction.001 to VerrousBasAction.002. To correct this Right Click on the word "Animation" for VerrousHaut object and "ClearAnimationData. Make sure the VerrousHaut object is selected and now go to the Action Editor and chose the VerrousHautAction from the list (it may have a zero beside it). The correct animation should appear back under VerrousHaut in the Scene Outliner window. Save your file. .Look in your babylon file and search for the word "ranges". Your animations have been combined. So check the frames for "from" and "to" for each of the animations. When you want to animate one of your objects use the appropriate values. The code below is a simple example: "ranges":[{"name":"Cube.001Action","from":0,"to":51},{"name":"CubeAction","from":60,"to":111}] Ohh and this should have probably been posted under Bugs or Question and Answers - only saw this topic by accident (cat stepped on my keyboard ) cheers, gryff Zino54220 1 Quote Link to comment Share on other sites More sharing options...
Zino54220 Posted July 20, 2016 Author Share Posted July 20, 2016 Hi gryff, Thanks very much for your post, after test, your solution is available (of course) ... But honestly, I think it is more painful than before so I'll keep the version 2.2 of Babylon Js to continue my project until the exporter is repaired. Thanks again, you rock! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 20, 2016 Share Posted July 20, 2016 @JCPalmer could be of help here Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 22, 2016 Share Posted July 22, 2016 I am not clear, and need a .blend with 2 objects each with their own action. Use only good names like Cat with action meow, and Dog with action bark. NLA Editor cannot be used in the scene. Skip some frames, since non-armature actions do not require it. I am not building test scenes, and also not here to fix your scenes. Quote Link to comment Share on other sites More sharing options...
gryff Posted July 23, 2016 Share Posted July 23, 2016 @JCPalmer : Here you go Jeff: 2actions Just export as .babylon file. Both objects end up with the same action in the 3D window and in the Outliner. Can be returned to the original by method I outlined above using the Action Editor. cheers, gryff JCPalmer 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 29, 2016 Share Posted July 29, 2016 I have looked at this. You may have multiple actions on an object which exports correctly. There can also be other objects in the scene. You can accurately detect whether an object participates in any actions or not, so having inert objects in the same scene works. Once an object has animation data though, I found no way to determine what specific actions it was participating in. My check only worked for having action(s) or not. There are similar problems reported for other systems. If you plan on exporting multiple objects with actions, I suggest you put the objects in separate .blend files. Returning things to the original state is not the only thing to consider. Extra data is exported showing that an object is participating in all actions in the scene. Quote Link to comment Share on other sites More sharing options...
gryff Posted July 29, 2016 Share Posted July 29, 2016 @JCPalmer 27 minutes ago, JCPalmer said: If you plan on exporting multiple objects with actions, I suggest you put the objects in separate .blend files. That is what I suggested last month in this thread Jeff. Then export each animated object as a separate .babylon file then use : BABYLON.SceneLoader.Append("", "cube4.babylon", Scene); Worked fine. cheers, gryff Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 1, 2016 Share Posted August 1, 2016 Ok, started my final changes and testing of TOB 5.0. Have decided to employ optional naming conventions to allow a single export of multiple objects with actions. If an action has a name in the format 'object'-'suffix', e.g. sphere-sAction, that action will only be exported for the object 'sphere' and the animation range will be called 'sAction'. It is still legal to use names without '-''s. Would not even matter if only one object had animation data. However, when there is more than one, the result is not defined. At the very least, your export file will have unnecessary animation data written to it unless there is actual participation by all objects with animation data. Quote Link to comment Share on other sites More sharing options...
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