ozRocker Posted March 28, 2018 Share Posted March 28, 2018 I lost a hard disk a while ago which had some of my scan data, but I have a .babylon file of one of the avatars (mesh, texture and skeleton). Is it possible to convert the .babylon file to an FBX or DAE? Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted March 28, 2018 Share Posted March 28, 2018 Hi @ozRocker Everything is possible i suppose.. .DAE uses a XML file "setup", so that would be the easiest, no encoding or anything needed. Next step is to write a conversion tool, which isn't a fast task, but it is however rather simple and strait forward. Basic functionality; read the babylon file data, write to a string in the correct schema, then download the string as a .DAE file and it should work.. there might be some differences in how the data is stored. You can read the full 1.4.1 schema here; https://www.khronos.org/files/collada_schema_1_4_1.xsd Or 1.5 here; https://www.khronos.org/files/collada_schema_1_5 Depending on which file version you prefer/need, it's also very helpful to look at an existing & working .DAE file in a text editor. I made an example here; (no actual data is passed from the babylon file, just a static DAE asset header as 'proof of concept', includes .babylon file loader & download code.) // Uncomment line 20 & re-run to download the sample, skull.babylon.DAE // See lines 66+ for an idea of how the DAE file is built. http://playground.babylonjs.com/#9X6AKD#2 // If you prefer a clean file (non-minified) add '\n' at the end of each 'new' string e.g. http://playground.babylonjs.com/#9X6AKD#4 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 28, 2018 Share Posted March 28, 2018 One thing to keep in mind, especially using the Blender exporter, is it is performance orientated not transfer orientated. Going back will not completely reversible. This shows up more in the animation & multi-material areas, but I seem to recall that your scanning avoid multi-materials. Beats re-scanning for sure though. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 28, 2018 Share Posted March 28, 2018 We have a glb exporter: https://github.com/BabylonJS/Babylon.js/tree/master/serializers/src/glTF/2.0 You can use it, and then import the gltb into unity or blender Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 28, 2018 Share Posted March 28, 2018 The Blender glTF importer is very rudimentory at the moment. I was looking into it for exporting from Make Human to Blender about a month ago. The Khronos effort is exporting from Blender, not the reverse. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 28, 2018 Share Posted March 28, 2018 Perhaps the unity one then? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.