Borut Posted July 15, 2016 Share Posted July 15, 2016 I'm having issues exporting from blender to babylon. Blender: Version 2.77 (2.77 2016-03-19) Babylon Exporter: 4.6.1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 17, 2016 Share Posted July 17, 2016 Hi @Borut, welcome to the forum! Thanks for the report. Experts WILL be taking a close look at this. Stay tuned. Quote Link to comment Share on other sites More sharing options...
gryff Posted July 17, 2016 Share Posted July 17, 2016 @Borut : Welcome to the forum Have you tried exporting from Blender 2.76 with the same version of the exporter(4.6.1)? I have had no trouble with that combination. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Borut Posted July 18, 2016 Author Share Posted July 18, 2016 Thanks booth! Well, just a blank scene export works fine, but I have a more model with animations and it doesn't work (throws these errors). Quote Link to comment Share on other sites More sharing options...
gryff Posted July 18, 2016 Share Posted July 18, 2016 @Borut : Morning Did you try 2.76 ? The reason I ask is Blender 2.76 was the last version capable of being run on Windows XP. That means there have likely been radical changes "under the hood". The current version of Blender for download is 2.77a - which means that there will likely be a 2.77b and then a final version 2.77 when they have removed the bugs. Anyway, can you let me have the .blend file so I can take a look? If you can, pack any textures into the file before you save it. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Borut Posted July 18, 2016 Author Share Posted July 18, 2016 Hey @gryff Yes, I've tried it and still doesn't want to work. I think I found that the issue has something to do with materials. Will send you the file soon. Thanks! Quote Link to comment Share on other sites More sharing options...
gryff Posted July 18, 2016 Share Posted July 18, 2016 Got It An IK rig - will look later today. cheers, gryff Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted July 18, 2016 Share Posted July 18, 2016 Is your render engine set to Cycles ? If yes, you can't convert cycles materials to BJS. I had the same errors : Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 18, 2016 Share Posted July 18, 2016 It was a 2.77 change by Blender which causes that error. 2.76 is the current work around. Changes have already been re-coded, but not got to testing. The exporter bakes with the appropriate renderer, switching in the interface not required, I think. One thing for sure that will never work is mixing procedural textures & cycles materials in the same mesh. dbawel 1 Quote Link to comment Share on other sites More sharing options...
gryff Posted July 18, 2016 Share Posted July 18, 2016 @Borut : Well @V!nc3r 's diagnosis is correct - you were not using the the Blender Renderer. Here is an initial result I got by just switching rendered - see image below. There is an oddity - the green box. Will investigate that. And will have some suggestions later about the rig. Ohh I added a camera and hemi light to view the result in the BJS sandbox. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Borut Posted July 18, 2016 Author Share Posted July 18, 2016 Ah ok, makes sense! Thanks for the help! Will take a deeper look into it. Quote Link to comment Share on other sites More sharing options...
gryff Posted July 18, 2016 Share Posted July 18, 2016 @Borut Some thoughts about your Ik rig. You have a lot of bones that are part of your IK system - bones that don't actually deform the mesh directly but rather move/constrain other bones. You don't need these bones to be exported. Now the exporter will delete bones that have the letter IK in them so try to include "IK" in those non-deform bones. See example here : The two bones that you call LegPoletarget.L and LegPoleTarget.R, I call Knee.IK.L and Knee.IK.R. In your case the those bones will end up in the .babylon file, in my case they don't. You should consider naming all those constraint/Ik bones in a similar fashion - so they don't clutter up your .babylon file Quote Will take a deeper look into it. Good luck with that - and post any issues you run into. cheers, gryff GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Borut Posted July 18, 2016 Author Share Posted July 18, 2016 Awesome, thanks for the tips! I'm still a beginner in this area. Quote Link to comment Share on other sites More sharing options...
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