eljuko Posted March 21, 2017 Share Posted March 21, 2017 Hello everyone, long time no see! So i'v ran to an issue where i'm trying to attach meshes to bones from another import. I'v this torso which is built from 2 meshes and this torso assembly holds the skeleton. Then i'v another model and when i'm trying to place the import directly to head bone for example the model flips around Z axis and goes somewhere it doesn't really belong. I'v attached an image which hopefully explains more than my english does What i'm doing wrong? any ideas? - best regards, eljuko Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 21, 2017 Share Posted March 21, 2017 I think the fact of using getMeshByName followed attachToBone fact hard time. The engine must search the mesh before attaching. This can be faster: var mesh = scene.getMeshByName("industrial_body_bottom"); mesh.attachToBone(actor.skeleton.bones[actor.skeleton.getBoneIndexByName("boneName")], actor); Or If you could have the mesh directly without using getMeshByName. it would go faster still. as the bone, if you know the bone index, it will be faster than using getBoneIndexByName (). The skeleton also, if you could get it faster than going through scene.skeleton [0] I guess it would go quicker. and there is a second parameter which is attacheToBone the mesh or this is the Skeleton can also accelerate. mesh.attachToBone(actor.skeleton.bones[0], actor); If you must use getMeshByName, use it to load the game and you can then use in-game, but it will be already in memory, thus faster to use. Quote Link to comment Share on other sites More sharing options...
eljuko Posted March 21, 2017 Author Share Posted March 21, 2017 Thanks for the answer, i doubt that's the issue quite yet. I'm currently at the state where i'v just imported the models and i just want to know how to attach the meshes to bones in right locations without errors optimization will become handy a bit later, and this is much more clear to me thanks to you Quote Link to comment Share on other sites More sharing options...
eljuko Posted March 21, 2017 Author Share Posted March 21, 2017 No one? Ok, lets put it this way, is there something wrong in the workflow or in import snippet? now i get error that HEAD is undefined :E Please note this is really simplified. Maybe i'm missing something important. var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function () { var scene = new BABYLON.Scene(engine); scene.clearColor = new BABYLON.Color3( 23 / 255, 20 / 255, 14/255); scene.fogMode = BABYLON.Scene.FOGMODE_LINEAR;; scene.fogColor = new BABYLON.Color3( 23 / 255, 20 / 255, 14/255); scene.fogDensity = 1; scene.fogStart = 5.0; scene.fogEnd = 30.0; var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(2, 3, -9), scene); camera.setTarget(new BABYLON.Vector3(0,3,0)); var light = new BABYLON.DirectionalLight("dir1", new BABYLON.Vector3(-1, -2, -1), scene); light.position = new BABYLON.Vector3(20, 40, 20); light.intensity = 1; var light2 = new BABYLON.SpotLight("spot1", new BABYLON.Vector3(30, 40, 20), new BABYLON.Vector3(-1, -2, -1), 1.1, 16, scene); light2.intensity = 0.5; var shadowGenerator = new BABYLON.ShadowGenerator(2048, light); var TORSO; var HEAD; var SKELETOR; BABYLON.SceneLoader.ImportMesh("", "assets/models/sample/", "TORSO_INDUSTRIAL.babylon", scene, function (newMeshes, particleSystems, skeletons){ TORSO = newMeshes; SKELETOR = skeletons[0]; for(i = 0; i < TORSO.length; i++){ TORSO[i].material.specularPower = 0; TORSO[i].material.specularColor = new BABYLON.Color3(0, 0, 0); TORSO[i].material.diffuseColor = new BABYLON.Color3(1, 1, 1); TORSO[i].material.emissiveColor = new BABYLON.Color3(1, 1, 1); shadowGenerator.getShadowMap().renderList.push(TORSO[i]); TORSO[i].material.wireframe = true; } }); BABYLON.SceneLoader.ImportMesh("", "assets/models/sample/", "HEAD_INDUSTRIAL.babylon", scene, function (newMesh){ HEAD = newMesh[0]; HEAD.material.specularPower = 0; HEAD.material.specularColor = new BABYLON.Color3(0, 0, 0); HEAD.material.diffuseColor = new BABYLON.Color3(1, 1, 1); HEAD.material.emissiveColor = new BABYLON.Color3(1, 1, 1); shadowGenerator.getShadowMap().renderList.push(HEAD); }); HEAD.attachToBone(SKELETOR.bones[2]); shadowGenerator.useVarianceShadowMap = true; var material1 = new BABYLON.StandardMaterial("texture1", scene); material1.diffuseTexture = new BABYLON.Texture("assets/models/sample/sand.png", scene); material1.diffuseTexture.uScale = 500.0; material1.diffuseTexture.vScale = 500.0; var plane = BABYLON.Mesh.CreatePlane("plane", 1000.0, scene); plane.rotation.x += Math.PI / 2; plane.material = material1; plane.receiveShadows = true; return scene; }; var scene = createScene(); engine.runRenderLoop(function(){ //Do stuff scene.render(); }); window.addEventListener("resize", function () { engine.resize(); }); Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 21, 2017 Share Posted March 21, 2017 That's because you call attachToBone before the object Import HEAD and SKELETOR is loaded. try : scene.executeWhenReady(function () { HEAD.attachToBone(SKELETOR.bones[2]); }); Or use a variable to check that everything is loaded and the rendering loop run attachToBone making sure it runs only once. But I would prefer the first method with executeWhenReady Quote Link to comment Share on other sites More sharing options...
eljuko Posted March 21, 2017 Author Share Posted March 21, 2017 Thanks Dad, definetly going forward now. executeWhenReady did the trick and the awkward part was that i never ran across with it earlier u learn something new everyday! GameMonetize and Dad72 2 Quote Link to comment Share on other sites More sharing options...
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