V!nc3r Posted March 24, 2018 Share Posted March 24, 2018 Hi Blender users! We have to enhance the doc about how to get things from Blender to BJS. Here the existing one: http://doc.babylonjs.com/resources/blender and also some tips: http://doc.babylonjs.com/resources/blender_tips Github issue can be found here: https://github.com/BabylonJS/Documentation/issues/556 You can use github or this forum to suggest some missing parts, and you can, of course, suggest direclty here content to "copy-paste" If you prepare screenshots, please use the default Blender theme "Flatty light". If you want to see the advancement, here is my doc' fork. --- Nota Bene: (I put here a list which will be updated to easily retrieve some tips/methods/asking) about animation, something to investigate: when animating multiple objects, use have to rename each action with objectName-Action? Another one. about animation, explanations from JCPalmer, contribution to future changelod.md too. Blender animation parenting & pivot issue - instructions http://www.html5gamedevs.com/topic/34026-animation-methodology-review/ http://www.html5gamedevs.com/topic/37162-blender-animations/?do=findComment&comment=212575 http://www.html5gamedevs.com/topic/37272-blender-exporter-scaling-issue/?do=findComment&comment=213037 http://www.html5gamedevs.com/topic/37390-babylon-animations-array/?do=findComment&comment=213651 http://www.html5gamedevs.com/topic/37557-blender-shape-keys-babylon-morphtargetmanager/?tab=comments#comment-214455 animating a child mesh http://www.html5gamedevs.com/topic/37959-animating-a-child-mesh-from-blender-to-bjs/ export multiple actions vs only current : http://www.html5gamedevs.com/topic/37972-blender-exporter-total-frames/?tab=comments#comment-217375 --- todo list canceled for now: about automatic baking : can't be avoid for now JCPalmer, Wingnut and JackFalcon 3 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted March 26, 2018 Author Share Posted March 26, 2018 I've already one question! Animation is not my thing, so: when doing a classic rotation anim' on a object, is a rotation mode is better than other? @gryff, are you still OK to help me (even just a little) on the anim' part? Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 26, 2018 Share Posted March 26, 2018 Heya V! Cool project! We could use all the Blender-to-BJS docs/info we can get, for sure. Gryff's last login was October 17, 2017. I think he is tied-up with some real-life issues... so he went forum-sleepy. To GUESS at your question, I would say xyz Euler is the #1 type... with its values stored in mesh.rotation. Quaternion is #2, with its values stored in mesh.rotationQuaternion. BJS animation system handles both types... nicely. This is all my opinion, based-upon SOME experience... but not very much. So, stay tuned for wiser comments. V!nc3r 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2018 Share Posted March 26, 2018 I can't agree more! Excellent idea! We need more help on the doc side!! And I agree with @Wingnut on the rotation thingy! Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 26, 2018 Share Posted March 26, 2018 A little more refinement about animation rotation. It simply does not matter for armature animation, since the animation itself IS NOT exported, the performance is. As the export performs the animation, it is reading / converting the Matrices, which are quaternion based. So for armatures, whatever works in Blender. For Meshes, lights, & cameras: the two @Wingnut lists are the ones. Quaternion is not susceptible to gimbal lock, but NOT very easy to work with if you are also coding stuff on the BJS side too. Wingnut and V!nc3r 1 1 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 10, 2018 Author Share Posted April 10, 2018 changelog added, and installation how-to merged into main doc page. [edit] always impressed by Deltakosh reactivity when issue/PR are made on github [/edit] JCPalmer and Wingnut 2 Quote Link to comment Share on other sites More sharing options...
Guest Posted April 10, 2018 Share Posted April 10, 2018 hahaha Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 16, 2018 Author Share Posted April 16, 2018 Blender to glTF created both .babylon & .gltf from Blender have now a quick how-to-load example. Wingnut 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted April 16, 2018 Share Posted April 16, 2018 You literally rock! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 16, 2018 Author Share Posted April 16, 2018 Thanks! Now that I better understand github... and even some git command and logic, it's much more easier to contributes, and also to have no fear to broke something. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 16, 2018 Share Posted April 16, 2018 That's really cool! Xav 1 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 20, 2018 Author Share Posted April 20, 2018 To note for the future: Blender 2.8 now have Blender Render officilally deleted JackFalcon and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 20, 2018 Share Posted April 20, 2018 5 hours ago, V!nc3r said: To note for the future: Blender 2.8 now have Blender Render officilally deleted More accurately, all 3 former renders (internal, game, & cycles) have been replace with EEVEE. Latest builds. Looks like a modified Cycles. Loading prior blends, geometry comes thru, internal render materials com thru mostly stripped. The exporter (TOB actually) loads, but errors way before it even gets to materials. The JSON exporter would do the same. Seems a little early, but did make some bookmarks in the API concerning that uber material / Principled bsdf. While I have direct commit on the exporters repo, I am not comfortable on adding branches. @Deltakosh, can you add a EEVEE branch (no hurry)? Quote Link to comment Share on other sites More sharing options...
Guest Posted April 20, 2018 Share Posted April 20, 2018 Done: https://github.com/BabylonJS/Exporters/tree/EEVEE V!nc3r, JCPalmer and JackFalcon 3 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted May 29, 2018 Author Share Posted May 29, 2018 my first words about animation: http://doc.babylonjs.com/resources/blender#animation Quote Link to comment Share on other sites More sharing options...
Guest Posted May 29, 2018 Share Posted May 29, 2018 YOU ROCK! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted May 29, 2018 Author Share Posted May 29, 2018 Thanks For now it's just the very first step, I will enhance this part as soon as can. However, if Blender users can already read this animation part and tell me if it's clear or already need tweaking? Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted July 4, 2018 Author Share Posted July 4, 2018 @JCPalmer do not try to tweak the addon for 2.8 yet ;) https://code.blender.org/2018/06/beyond-the-code-quest/ Quote September 19: Final Python API Call for add-on developers to update old add-ons. JCPalmer 1 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 27, 2018 Author Share Posted August 27, 2018 Could an admin move this thread to Content creation section? Thanks :) Quote Link to comment Share on other sites More sharing options...
Guest Posted August 27, 2018 Share Posted August 27, 2018 Done Quote Link to comment Share on other sites More sharing options...
Cgflux Studio Posted November 27, 2019 Share Posted November 27, 2019 Hi. how to create materilas in blender 2.8? I put Principled bsdf to object of logo sample file and eksport. But object is black. Can you help me? Quote Link to comment Share on other sites More sharing options...
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