mr_pinc Posted November 16, 2017 Share Posted November 16, 2017 When exporting a scene from 3DSmax as gltf the GLTF file has the camera animations removed. The .babylon file from the same export contains the camera animations. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 16, 2017 Share Posted November 16, 2017 Ping @noalak Quote Link to comment Share on other sites More sharing options...
noalak Posted November 23, 2017 Share Posted November 23, 2017 Hi, Cameras and their animations are exported to glTF format. However, cameras are not loaded by the Babylon loader from gltf. The cameras are not loaded but a dummy (empty mesh) is created to preserve hierarchy. This means that if you add a box as child to an animated camera, you will see the box moving. When you drag&drop the exported gltf files into the Babylon Sandbox, the camera used is created automatically and is not related to any gltf data. Finally, array property like 'animations' can't be seen inside the Inspector (the debug and performance layer) of the sandbox. However, you can retreive the animations using the console (press F12 > console tab > write something like this: engine.scenes[0].getMeshByName("Camera001") ). Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 23, 2017 Share Posted November 23, 2017 @noalak could you add this precision in the doc: https://github.com/BabylonJS/Documentation/blob/master/content/resources/Exporter/3DSMax_to_glTF.md ? Thanks a lot, Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 4, 2017 Share Posted December 4, 2017 https://github.com/BabylonJS/Exporters/issues/43 Quote Link to comment Share on other sites More sharing options...
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