MrVR Posted January 11, 2017 Share Posted January 11, 2017 29 minutes ago, ragingclaw said: you can do whatever you want to the animations once you make the animatable. In my case, I fed in all the objects animations, but I could have just sent 1 or 2 or whatever (there are 7 total in my case). Now that we have the animatable, a, we can do whatever we want withing the animatable class http://doc.babylonjs.com/classes/2.5/Animatable like restart(), start(), pause(), etc. We could even get rid of them and replace them with something else. The experiment was simply to see if I could get something animated along a spline and have control over it. In this case, all the animations are for position and rotations so it makes sense to loop through all of them together and not by index. Make sense? @ragingclaw but do this works also with skeleton animations? , cause when I look for the animations mines are empty?? but if I run the this.scene.beginAnimation(skeletons[0], 200, 635, true, 1.0); then it works yes I think I get it, for example the way I was doing it is to import the mesh and get the skeleton to be animated from certain frame to another but I will look into this looks way easier to control . Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted January 11, 2017 Author Share Posted January 11, 2017 3 hours ago, ragingclaw said: stop trying to logic, it won't work here.. ha! Just trying to help make things easier Quote Link to comment Share on other sites More sharing options...
ragingclaw Posted January 11, 2017 Share Posted January 11, 2017 1 hour ago, MrVR said: @ragingclaw but do this works also with skeleton animations? , cause when I look for the animations mines are empty?? but if I run the this.scene.beginAnimation(skeletons[0], 200, 635, true, 1.0); then it works yes I think I get it, for example the way I was doing it is to import the mesh and get the skeleton to be animated from certain frame to another but I will look into this looks way easier to control . I haven't done anything at all with skeletal animations in either unity or babylon, ive only ever rigged inside of cinema 4d, so im not much help here. I would assume the skeleton would be attached to a mesh but I have no idea. Quote Link to comment Share on other sites More sharing options...
ragingclaw Posted January 11, 2017 Share Posted January 11, 2017 59 minutes ago, MackeyK24 said: Just trying to help make things easier you should do a video on your asteroids game and also shadows. it should contain kitten noises as well because this is the internet MackeyK24 1 Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 On 11/12/2016 at 5:53 PM, MackeyK24 said: Take a look at where I'm going with this and let me what you think. It is basically a heavily modified Babylon Unity Exporter Demo Video Link U3D - BabylonJS Game Editor Toolkit Quick Intro Demo API Update Warning: I tried to make it shorter, i took a deep breath and spoke as fast I could but it still took about 1 hour and 20 minutes. But the technical folks who are up to it and want to see how to use and how i put together a Manage Scene Component API with a light weight 'Unity-Style' life cycle with native babylon scene hooks for 'start, update and destroy' stages... Then this is for you U3D - BabylonJS Scene Component API Intro Note: I found the problem at the end of the video with the getSceneMarkup function. I had to move the controller.ready() to AFTER the scene.manager has been set. But you should still where i was going with that thanks a lot... its very helpfull but my toolkit is old i think.. in my toolbar its babylon instead of babylonjs... where should i download it Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 The download link to unity package https://github.com/BabylonJS/Exporters/blob/master/Unity/EditorToolkit/Redist/Babylon Editor Toolkit.unitypackage Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 And the documention is at https://doc.babylonjs.com/resources/intro Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 49 minutes ago, MackeyK24 said: The download link to unity package https://github.com/BabylonJS/Exporters/blob/master/Unity/EditorToolkit/Redist/Babylon Editor Toolkit.unitypackage i download it but its not babylonjs Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 55 minutes ago, MackeyK24 said: And the documention is at https://doc.babylonjs.com/resources/intro how can we download the edition of babylonjs Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 That the right one... I removed the js a long time ago ... all the Babylon specific menus and shaders, etc... are under the label Babylon also make sure grab the latest unity 2018 builds Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 https://doc.babylonjs.com/resources/intro Check out the docs ... there is a getting started video Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 Here is a video to help you get going https://www.babylontoolkit.com/videos/GettingStarted.mp4 Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 52 minutes ago, MackeyK24 said: Here is a video to help you get going https://www.babylontoolkit.com/videos/GettingStarted.mp4 i saw this video thanks a lot .... it was very helpful but there is some problem that i have 1)i have to use unity Unity 2018.1.5f1 the other version when i use it the camera dosent work 2)when i use typescript ... the other problem i have to change the code in babylon.d.ts interface VRLayer { leftBounds?: number[] | Float32Array;(instead of null) rightBounds?: number[] | Float32Array; source?: HTMLCanvasElement | null; } beacuse i had an error with null 3) i want to have a virtual reality camera and i want to teleport to a spesific place when i look at the target var Camera = this.scene.activeCamera; var pos: BABYLON.Vector3 = this.owner.position; this.owner.actionManager = new BABYLON.ActionManager(this.sence); this.owner.actionManager.registerAction( new BABYLON.ExecuteCodeAction({ trigger: BABYLON.ActionManager.OnPointerOverTrigger, parameter: this.owner }, function () { Camera.position = new BABYLON.Vector3((pos.x) * -1, 2, (pos.z) * -1) }) ) i used this code to change the camera .... but it work when i am not in VR camera ... at first i thought the event it dose not work true but the event its ok beacuse i can write something in console.. 4) i know that its noot a good way to create my code in constructor .... but i dont know where can i write my code ..... these code i wrote it in mesh constructer at event start 5)the toolkit thaz i used its exactly like from this video https://www.babylontoolkit.com/videos/GettingStarted.mp4 but your new babylon toolkit its diffrent... and it has some option that i dont have it in my version by the way i use windows 7 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted September 26, 2018 Share Posted September 26, 2018 ping @MackeyK24 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 You need to update your typescript compiler to at least 3.0.2 npm install -g typescript then try latest unity again Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 Also... put back the Babylon.d.ts it will compile once you go typescript 3.0.2 or greater Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 Btw .., I made that video with toolkit version 3.3 Alpha 12 so that is the same version as getting started video I have not yet published 3.3 Beta version Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 I will try to publish Babylon Toolkit 3.3 Beta ... that will for sure sync up the Babylon.d.ts with the proper toolkit version for use with typescript 3.0.2... i will try tonight razieh 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 If can’t wait for 3.3 beta try go back down in type script compiler to the latest 2.x.x basically the later Babylon js declaration files need typescript 3 ... the older Babylon declaration files (pre 3.3 beta) use typescript 2 Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 when i add the package i cant select edtitor just code.cmd and i recived error by the way i have to add camera rig to main camera to see what exactly happen? i had typescript 3.0.3 Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 Quote Link to comment Share on other sites More sharing options...
razieh Posted September 26, 2018 Share Posted September 26, 2018 and you didnt add any camera rig i have to add camera rig to main camera and add a default sence controller to a for example emty object then it will be work Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 I just made a PR # 330 (https://github.com/BabylonJS/Exporters/pull/330) That update to Toolkit 3.3 RC4 using Latest Unity 2018 After @Deltakosh OK the PR... Try again with fresh toolkit and project razieh 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 21 minutes ago, razieh said: Visual Studio Code is now NATIVE supported. The new toolkit removes the OLD VSCode.cs Plugin. So Again... Try new toolkit with fresh project.... Then go change youe Code Editor To VSCode... If it is not listed... Use Browse Button to find on your hard disk... Once Unity Finds it the First Time... It Should Always Find it HeadClot 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted September 26, 2018 Author Share Posted September 26, 2018 Yo @razieh ... After you get all updated to latest toolkit and made fresh project... If you still having problems... Make a Video and show me. Maybe i can help figure out what the deal is razieh 1 Quote Link to comment Share on other sites More sharing options...
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