Dad72 Posted February 10, 2018 Share Posted February 10, 2018 Hello, When you do not want to serialize a character with his bones and animations, they are serialized anyway. The mesh is not serialized., but all bones and animations are serialized even if we use doNotSerialize = true. I'm using http for this PG (not https) http://www.babylonjs-playground.com/#GA8XI#108 Quote Link to comment Share on other sites More sharing options...
Guest Posted February 12, 2018 Share Posted February 12, 2018 good catch! I'll add support for it in next commit (was not done yet actually) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 12, 2018 Author Share Posted February 12, 2018 Ok, thanks Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 15, 2018 Author Share Posted February 15, 2018 Hi, There is a good part that is no longer serialized but there are still bones (in meshes) and animation http://www.babylonjs-playground.com/#GA8XI#109 Quote Link to comment Share on other sites More sharing options...
Guest Posted February 15, 2018 Share Posted February 15, 2018 I see no skeleton data. Only meshes (you only blocked the first one) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 15, 2018 Author Share Posted February 15, 2018 I do not understand (you only blocked the first) . I block the skeleton and the mesh : skeleton.doNotSerialize = true; character.doNotSerialize = true; I doNotSerialize the character and the skeleton, but I still have plenty to give corresponding to the skeleton that was serialized. Exemple: '( only put one part, but I have all the skeleton like that (Bip***)) { "name": "Bip01 R Clavicle", "id": "3f71f92f-dec4-4b84-a633-7f3fd7944c66", "type": "Mesh", "position": [-0.0805, -0.1487, -0.0242], "rotationQuaternion": [0.6565, -0.754, -0.0002, 0.0236], "scaling": [0.5588, 3.0452, 2.5383], "localMatrix": { "0": 1, "1": 0, "2": 0, "3": 0, "4": 0, "5": 1, "6": 0, "7": 0, "8": 0, "9": 0, "10": 1, "11": 0, "12": 0, "13": 0, "14": 0, "15": 1 }, "isEnabled": true, "isVisible": true, "infiniteDistance": false, "pickable": false, "receiveShadows": true, "billboardMode": 0, "visibility": 1, "checkCollisions": false, "isBlocker": false, "parentId": "bf0a772d-4a23-44d9-8e86-41353a6ecdf6", "isUnIndexed": false, "instances": [], "animations": [], "ranges": [], "layerMask": 268435455, "alphaIndex": 1000, "hasVertexAlpha": false, "overlayAlpha": 0.5, "overlayColor": [1, 0, 0], "renderOverlay": false, "applyFog": true } Quote Link to comment Share on other sites More sharing options...
Guest Posted February 15, 2018 Share Posted February 15, 2018 This is mesh data. You have more than one mesh in your scene http://www.babylonjs-playground.com/#GA8XI#110 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 15, 2018 Author Share Posted February 15, 2018 Ok, so you have to loop all the meshes. I thought that meshes [0] was enough. Thank you Quote Link to comment Share on other sites More sharing options...
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