Raggar Posted February 28, 2017 Share Posted February 28, 2017 This is an issue I've had with multiple models. http://www.babylonjs-playground.com/#4CVUS#2 See how some vertex or maybe a bone has points attached to the camera? The issue seems to be with the skeleton, as removing this and the skin modifier seems to remove the issue: http://www.babylonjs-playground.com/#4CVUS#3 I'm using 3Ds Max 2015 and the Babylon.js Exporter. When uploading the file to Claro.io, the mesh and skeleton are both intact, but exporting to .babylon somehow removes the skeleton aswell. As far as I know, Clara.io uses the Blender exporter, but that's no success either. I was just wondering if anyone else has had this issue, and if yes, then maybe know a fix or a way around. Attached is the .max file for reference. simple.max Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 28, 2017 Share Posted February 28, 2017 Hello, what happens if you import the file in Blender and export it to babylon from there? Ping @temechon who has great skills with 3dsmax Quote Link to comment Share on other sites More sharing options...
Raggar Posted February 28, 2017 Author Share Posted February 28, 2017 When importing the .FBX model into blender, the bones are all messed up. The orientation even changes when I export the model as .babylon, which I find weird I'll try out some different formats and maybe recreate the bones in Blender. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 28, 2017 Share Posted February 28, 2017 Perhaps @gryff can help on Blender side of the house? Quote Link to comment Share on other sites More sharing options...
gryff Posted February 28, 2017 Share Posted February 28, 2017 @Raggar : Can you post the .fbx file so that I can take a look? I don't use 3DMax, but can look at the blender import. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Raggar Posted February 28, 2017 Author Share Posted February 28, 2017 Well, I made a simpler model to track down to issue with a bit more ease, and it turns out the issue is due to vertices without any assigned weights. So if a mesh has a skeleton, but one vertex or more vertices are bound by skin, but not weighted to any bones, they somehow attach themselves to the camera/viewport or whatever. Here's a simple demonstation: 1 weightless vertex: http://www.babylonjs-playground.com/#4CVUS#4 Same vertex weighted to a bone: http://www.babylonjs-playground.com/#4CVUS#5 Quote Link to comment Share on other sites More sharing options...
Raggar Posted February 28, 2017 Author Share Posted February 28, 2017 GitHub still wouldn't let me upload, so I created new files and pasted the content of the .babylon files instead. Added examples for future reference. Quote Link to comment Share on other sites More sharing options...
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