JCPalmer Posted July 7, 2017 Share Posted July 7, 2017 Ok, there were more changes that needed to be done to get the imposter of the instance to write out. I have more changes to the mesh file for particle hair, when done will commit. ian 1 Quote Link to comment Share on other sites More sharing options...
ian Posted July 19, 2017 Author Share Posted July 19, 2017 OK, I see you fix exporter. Very Well. I think it will be also good to check what is going wrong with physics...(colliders or impostors...) Debuger shows some colliders ok some not...whatever....I think there are problems with blender... I think scale and rotation of box meshes as colliders are not taken into account in physics? Is possible to add physics collision boxes to consider the rotation and scale? Can be this a big problem in physics part...? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 20, 2017 Share Posted July 20, 2017 I do not want to interfere with JC on TOB. So I leave this to his capable hands Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 20, 2017 Share Posted July 20, 2017 If scale and rotation are not taken into account, then apply them in Blender prior to export. I have no idea what a collision box is, nor what the Blender equivalent is. In any case, no enhancements are planned with regard to physics from Blender. Right now my focus is on QueuedInterpolation 1.1. Quote Link to comment Share on other sites More sharing options...
ian Posted July 22, 2017 Author Share Posted July 22, 2017 Yes ToB is ok. The problem in this example is physics box-cooliders scale and rotation. I know we can fix in blender. But if you imagine if we build big scene again and again the workflow to correct scale and rotation of box colliders is big time consuming process... Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 22, 2017 Share Posted July 22, 2017 In Blender: Toggle 'A' till all meshes are selected menu Object->Apply->Rotation menu Object->Apply->Scale There is no need to do anything that Blender already does. Quote Link to comment Share on other sites More sharing options...
ian Posted July 23, 2017 Author Share Posted July 23, 2017 In previous .zip file which I attached, there is ModelFInish.blender file. I try As you say but get "Cannot apply to multi user: ... aborting" . This can not we do because there are multi user object (or instances of object). (Because model was previously build with groups...)SOME BUG (I SUPPOSE) If you ModelFInish.blender ---export with ToB---> ModelFInish.js there is error in code (some else problem... line 331 ----> else texLoadStart = _B.Tools.Now; If I remove only else it works, otherwise does not work. I think it is some bug in new ToB exporter.. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 24, 2017 Share Posted July 24, 2017 The line 331 error was an issue left from some refactoring for read ahead. https://github.com/BabylonJS/Extensions/commit/1691f12e75b8e116b14c9e105103dcc49c9cd9d1 Seems your setup interferes with applying rotations. You might try to switch back to single user https://blender.stackexchange.com/questions/1652/how-to-make-multi-user-objects-single-user Quote Link to comment Share on other sites More sharing options...
ian Posted July 25, 2017 Author Share Posted July 25, 2017 Try that but no luck. Ok I attach file.zip in previous post. Playground in zip file (ToB_BabylonJS_PlayGround.js) here I stuck. I try to switch to single user as you say. But I it is even worse or I am stupid and don't know what I am doing. Anyway. Can anybody make/fix ToB_BabylonJS_PlayGround.js work correctly. ModelFInish.js is made by ToB exporter from ModelFInish.blend. SO HOW IS WORKFLOW IN BLENDER (WHAT TO DO - WORKFLOW) .... BEFORE EXPORT WITH ToB, So that model+colliders should be properly positioned/scaled/rotation or whatever... Quote Link to comment Share on other sites More sharing options...
ian Posted July 25, 2017 Author Share Posted July 25, 2017 I wasted to much time and nervousness. I quit here! I give you all playground in .zip file what are problems description... everything (some fixes was made in ToB, but final showcase is not working/fixed-bugs....... use instances or not (multi user or not use multi user . colliders and rotation and scale about rotation problems does not work . My playground how far we come... I quit here! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 25, 2017 Share Posted July 25, 2017 Hey Ian, why are you so nervous? This is an oss project, you cannot force people to work and align with your schedule. If you decide to use ToB, you cannot force JC to offer a free 24/7 support for it. Quote Link to comment Share on other sites More sharing options...
ian Posted July 25, 2017 Author Share Posted July 25, 2017 no I am not nervous. I don't want force anyone to do what "I need". Maybe BabylonJS need this more than me. They/You will do when they will decided or have time. I know now are holidays .... I don't want to push anyone. I just hope you be aware that this is big deal. And that BabylonJS can gets a Lot. Maybe till November December... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 25, 2017 Share Posted July 25, 2017 I'm sorry. I didn't want to be mean or something But I'm not convinced at all we need it for now as you seem to be the only to require it Quote Link to comment Share on other sites More sharing options...
ian Posted July 29, 2017 Author Share Posted July 29, 2017 I I will not cry 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.