max123 Posted August 12, 2016 Share Posted August 12, 2016 Hi guys, I'm new to Babylon - decided to switch from three.js as it feels it's getting less and less love from its parents, unfortunately Here's my issue. I need to animate a pump being assembled, so no bones - just plain keyframes for position/rotation which I'm doing in Blender. The trouble is, all meshes generated by the exporter share each other's animations, and as a result, all positions/rotations are messed up when imported into BJS. I tried SceneLoader.Load, I tried SceneLoader.Append and then bring in meshes from another .babylon file - all to no avail. Now, if I start the animations in BJS straight away, all seems fine. But the animation part needs to be user initiated. I've come up with a hack, as you will see in the attached zip, but it looks ugly and there's a jump in the scene. This is how the scene should look when it starts (correct): This is what it looks like (incorrect): I'm including the zip with files, just 2 objects animated to illustrate the issue. I have a few more questions/suggestions, but let's start with this one Regards Archive.zip Quote Link to comment Share on other sites More sharing options...
max123 Posted August 14, 2016 Author Share Posted August 14, 2016 OK, found a topic with similar issues: And suggestion by JCPalmer to use "object-suffix" notation does help (meshes stopped "stealing" each others animations). However, meshes assume their final transforms (position/rotation) BEFORE the animations start. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.