JCPalmer Posted January 5, 2018 Share Posted January 5, 2018 Made a couple of changes to Blender exporter. Here is commit comment: Quote - fixed a bug when no checking an action has at least one frame. Now ignore & write warning to .log file - added 2 new scene level custom properties for animation processing Scene level auto animate allows you to turn on animations, except for skeleton based. This probably should not be used unless the second property also enabled. Currently assigned action only, when checked only exports one animation for any object. Backstory: in a Blender scene, there is just an array of all actions (animations). Individual meshes, lights, cameras, skeletons do not own them. These objects just point to the action they are currently assigned. The original exporter, by @Deltakosh, only exported the currently assigned action. This meant you could not have a character centric .blend where the character mesh could have many actions (run , walk, sit, pay taxes, etc) and export them all as separate BABYLON.AnimationRanges. Multiple action support was added around version 4.0. There was one side effect of identifying what to export when there were multiple meshes with a current action assigned. It was initially solved by using a name convention format of 'object-name'. Clicking 'Only Currently Assigned Actions' is another way to solve it. It goes back to the original way. Now there are 2 different ways of handling animation exporting for different type of .blend files. meteoritool, GameMonetize, NasimiAsl and 2 others 4 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 5, 2018 Share Posted January 5, 2018 This is really cool! Thanks for you unlimited commitment to help! Quote Link to comment Share on other sites More sharing options...
inteja Posted January 6, 2018 Share Posted January 6, 2018 It's worth noting that the installation instructions in the BJS documentation seem incorrect. http://doc.babylonjs.com/resources/installing__the_babylon_exporter They suggest unzipping the archive and finding io_export_babylon.py - a file which isn't in the 5.5 archive. It's only when I read the readme in the git repo I realised that I should simply install the zip and Blender does the extracting and building itself. Xav and JCPalmer 1 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 11, 2018 Author Share Posted January 11, 2018 Thanks for pointing that out. I wrote the readme one. I did not know that the other was there. You almost have to go to the directory with the readme to get the zip file, so I put my directions there. Even the other directions link to the directory of the readme. I can directly push to Exporters repo, and I never figured out how to put pictures in the documentation repo, so I only updated exporters repo. Quote Link to comment Share on other sites More sharing options...
ozRocker Posted January 17, 2018 Share Posted January 17, 2018 How do I use the Blender shape keys with the Babylon.js morph manager? Been looking around for doco and examples but can't find any. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 18, 2018 Author Share Posted January 18, 2018 No idea. I have my own morphing. One thing I do know is it has nothing special to do with Blender. Once the shapekeys are exported, check log file, the should work just like any other. Quote Link to comment Share on other sites More sharing options...
ozRocker Posted January 18, 2018 Share Posted January 18, 2018 Its all good. I figured it out var target = mesh.morphTargetManager.getTarget(0); target.influence = 0.5; Quote Link to comment Share on other sites More sharing options...
winnie Posted June 20, 2019 Share Posted June 20, 2019 On 1/5/2018 at 6:42 PM, Deltakosh said: This is really cool! Thanks for you unlimited commitment to help! Hay Adm I dont know where to put this (kinda new for me) The add on (zip file) @github for older versions like blender 2.79 wont open I am working on a Mac. Winnie Quote Link to comment Share on other sites More sharing options...
winnie Posted June 20, 2019 Share Posted June 20, 2019 On 1/5/2018 at 6:42 PM, Deltakosh said: This is really cool! Thanks for you unlimited commitment to help! On 1/5/2018 at 6:42 PM, Deltakosh said: Hay Adm I dont know where to put this (kinda new for me) The add on (zip file) @github for older versions like blender 2.79 wont open I am working on a Mac. I tested a little further and installed the add on in Blender 2.7 which worked. But when I try to open the zip file on the desktop with the default mac OS unzip app (called Archive Utility). I get an error message, tried it with 2 computers Mac OS10.9 en Mac OS 10.10.. all other zip files are ok sofar as I can see. Had to download winzip for mac to open it. Winnie Quote Link to comment Share on other sites More sharing options...
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