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3DSmax Exporters


renjianfeng
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Hi ,When I use the Babylon file, which is exported by the 3dsmax exporter, some of the time, my model will have all sorts of weird problems.

I list some problems, because of these features in 3 ds Max normal performance, Only in babylonjs will appear problem, Maybe I, informs it incorrectly, Only at some point will there be a problem, what is straightforward.

1.Some time, when I add parent to the mesh as a whole, the loaded model returns to the center of the scene.

  var groundMaterial = new BABYLON.StandardMaterial("groundMaterial", scene);
        groundMaterial.alpha = 0;

        var ground = BABYLON.Mesh.CreateGround("ground", 512, 512, 32, scene, false);
        ground.material = groundMaterial;

        for (var i = 0; i < scene.meshes.length; i++) {
            scene.meshes[i].position.y += 13;
            if (i < scene.meshes.length - 1) {
                scene.meshes[i].parent = ground;
            }
        }

        ground.scaling = new BABYLON.Vector3(0.1, 0.1, 0.1)
Before using
b2.thumb.jpg.580e851e87ee7b71a3a27b9068d8c4d3.jpg
After using
b1.jpg.8b621191da9ff30c49aacea3346c2768.jpg
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Why do you need parenting meshes to the ground ?

I'm not quite sure, but I think this code

            scene.meshes[i].position.y += 13;

will reset all meshes Y position to 13, so of course all meshes will be moved, positioning their center pivot to Y=13 ; isn't it ?

 

[edit ] no i get it, it add 13 to the value, so as to be up to the ground i suppose [/edit]

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22 hours ago, V!nc3r said:

Why do you need parenting meshes to the ground ?

I'm not quite sure, but I think this code


            scene.meshes[i].position.y += 13;

will reset all meshes Y position to 13, so of course all meshes will be moved, positioning their center pivot to Y=13 ; isn't it ?

 

[edit ] no i get it, it add 13 to the value, so as to be up to the ground i suppose [/edit]

I need to do a whole operation on all the mesh, like this:

Ground. Scaling = new BABYLON. Vector3 (0.1, 0.1, 0.1)

Rotation, scaling, position and so on

That's why I got the meshes to the ground.

Do you have a better way to do this?:P

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