chicagobob123 Posted January 8, 2018 Share Posted January 8, 2018 Is there any way to treat a scene like a model. Load, position, scale, rotate? And what is the difference between the two anyway. When I Execute BABYLON.SceneLoader.Append I have nothing to reference to Load, or position, or scale, or rotate. If there is link that talks about this I did not see it. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 8, 2018 Share Posted January 8, 2018 Hey! once loaded (or appended), you can just create a TransformNode and set all root meshes as child of this node Cheers! Quote Link to comment Share on other sites More sharing options...
chicagobob123 Posted January 8, 2018 Author Share Posted January 8, 2018 TransformNode and set all root meshes as child of this node WOW I will have to look this up but you gave me some real hope in solving this issue. Thanks. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
chicagobob123 Posted January 9, 2018 Author Share Posted January 9, 2018 Thanks to you I was able to get a major chunk of what we needed done. I would have never figured this out. Thanks a bunch Quote Link to comment Share on other sites More sharing options...
SpaceToast Posted January 30, 2018 Share Posted January 30, 2018 Sorry to "bump" an old topic, but is there a better way to get the results--the appended bits--from BABYLON.SceneLoader.Append() ? I believe I understand the concept above--mark everything that's already loaded before calling BABYLON.SceneLoader.Append(), at which point everything that's not marked can be assumed to come from the file load. The trouble is, if multiple files are being loaded, there's no guarantee that all of the new meshes, lights and cameras came from the same file when this append's onSuccess fires. (This is assuming file loading happens async.) I suppose it would be possible to use BABYLON.SceneLoader.Load() to instead put the results into a new (hidden) scene, loot that scene for parts, then delete it. That feels like a lot of overhead though. Any ideas? Quote Link to comment Share on other sites More sharing options...
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