Limes2018 Posted November 10, 2018 Share Posted November 10, 2018 Hi all, I try to BJS editor for a new comer but have a simple question. How do I save & import project? I checked the following document, but can't save and import. https://doc.babylonjs.com/resources/loading_saving [Save] For example, I opened the editor and import a sword mesh(bjs3.jpg). Next, I saved a scene with "Project/ Export Templete" (bjs4.jpg) The operation is true for saving project? [Import] For example, I opened the project with "Project/ Import Project". Click "No" on "Append to existing one?". Then, I selected the all scene files (bjs5.jpg). But scene did not change and keep showing "Loading scene" logo. I opened the editor with online and operate the same. I got the following log with chrome developer tool. What should I do for import project? In this case, I'd like to open the default scene including the sword mesh I added by myself. Uncaught (in promise) TypeError: Cannot read property 'forEach' of undefined at Function.eval (editor.js:1) at step (editor.js:1) at Object.eval [as next] (editor.js:1) at eval (editor.js:1) at new Promise (<anonymous>) at __awaiter (editor.js:1) at Function.ProjectImporter.Import (editor.js:1) at Editor.eval (editor.js:1) at step (editor.js:1) at Object.eval [as next] (editor.js:1) My BJS editor version is v2.3.5 Thanks for your kindness. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2018 Share Posted November 11, 2018 Pinging @Luaacro Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 11, 2018 Share Posted November 11, 2018 Hey @Limes2018! I recommend that you read this quick article for saving/loading your projects: https://doc.babylonjs.com/resources/loading_saving In fact, the "Export Template..." button is the final step for your project in the editor, like you would export your final Unity3D project. The template will include all final scene assets: textures, sounds, scene, metadatas, etc. but also a project structure for you to compile/test your custom code that you'll write using your beloved IDE (Visual Studio Code, etc.) I suggest that you always save your project (the .editorproject) using "Save Project..." in the same directory as your scene file, textures, etc. This folder will be your design/artist project that you'll, in future, export for developers (using "Export Template..."). To reload your project, just drag'n'drop ALL your files including the .editorproject in the editor. Is that clear? If not, I can create a feature video to explain more the philosophy of the editor Limes2018 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 11, 2018 Share Posted November 11, 2018 @Limes2018 just improved the documentation and created the pull request: https://github.com/BabylonJS/Documentation/pull/1318/files Limes2018 1 Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted November 11, 2018 Author Share Posted November 11, 2018 @Luaacro Thanks again for your kindly answer. I finally understood I need to gather all files at the same folder. I misunderstood every files at different place can be recognized or copied because Unity copies all files in Unity's project folder. But I have new two questions when the following operation. Gathered all files at the same folder and made a scene (bjs6.jpg). Clicked "Save Project" and got "scene.editorproject". Restarted the editor and dragged & drop all the files (bjs7.jpg). Selected "Append to existing one ?" => No Then it seems to works but all model objects are doubleness (bjs8.jpg). Furtheremore, background color is not the same (bjs6.jpg vs bjs8.jpg) I couldn't know what kind of problem for the sword model or my operation. Any comment will helpful for me. Sting-Sword.babylon Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted November 11, 2018 Author Share Posted November 11, 2018 @Luaacro I read the changed document of " https://github.com/BabylonJS/Documentation/pull/1318/files " Thanks for it, I can understand the difference between "Save Project" and "Export templete". Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 13, 2018 Share Posted November 13, 2018 @Limes2018 checking the scene right now Limes2018 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 13, 2018 Share Posted November 13, 2018 Unfortunately I do not reproduce I saved the .editorproject, restarted the editor (also tested without restarting) and drag'n'dropped the files (sword.babylon and project.editorproject) all model objects are not doubleness I'm going to test with the Mac OS version of the editor to see if I can see any difference Limes2018 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 13, 2018 Share Posted November 13, 2018 @Limes2018 do not reproduce, can you update to the latest Mac OS build? Thanks http://editor.babylonjs.com/BabylonJS Editor.dmg Limes2018 1 Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted November 14, 2018 Author Share Posted November 14, 2018 @Luaacro Deeply thanks for your check. Currently I have no windows PC because of trip abroad. I'll check it on my Win10 on this weekend. Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted November 14, 2018 Author Share Posted November 14, 2018 @Luaacro I installed the latest version of the Editor on "http://editor.babylonjs.com/BabylonJS Editor.dmg", but situation is the same. My Mac (OS ver :10.14.1) may be something wrong. I checked it on my windows PC after back to Japan. Thanks! Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted November 18, 2018 Author Share Posted November 18, 2018 @Luaacro I installed the latest version of editor from "http://editor.babylonjs.com/BabylonJS Editor.exe"But the situation was the same.The doubleness objects have the following feature. - position, rotation, scale is the same - One object has material, the other doesn't. (See the picture. The screenshot is on Windows 10) My Windows 10 version is Windows 10 Pro 1809. I'll try for other 3D model and investigate what caused the situation. If you find anything, I'd appreciate it. Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 21, 2018 Share Posted November 21, 2018 @Limes2018 do you reproduce systematically? Because on my PC and my Mac it is not doubleness Can you sent me all your files you are drag'n'dropping to load the scene? I'm missing something but I don't know what Thank you! Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted November 21, 2018 Author Share Posted November 21, 2018 @Luaacro Deeply thanks for your investigation. Yes, it reproduce systematically as long as I tried. All files is in the following links. https://drive.google.com/open?id=1eZ5HoseyDIlFyOEzkZ3od-DGFKNvlpKw Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 30, 2018 Share Posted November 30, 2018 Okay finally reproduced!! I found that the meshes are duplicated because they are in the .babylon file and the .editorproject. I guess that you used the "Import Meshes" function and saved them into the .editorproject. If you remove the duplicated meshes and save your project (.editorproject) it solves your problem I'll add a tooltip in the editor to let user know if the mesh comes from the .babylon file or the .editorproject so it will be les confusing Thanks Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 30, 2018 Share Posted November 30, 2018 I'll improve the documentation about importing meshes to a project. Because, importing meshes means that it will be saved in the .editorproject. So if you load the .editorproject and the .babylon scene together you'll get meshes doubleness. Limes2018 and Sebavan 1 1 Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted December 1, 2018 Author Share Posted December 1, 2018 @Luaacro Thanks! No duplicate error found when I erased the doubleness and save again. Please tell me f you improved the documentation. I updated my blog post about BJS. https://www.crossroad-tech.com/entry/Babylonjs_Editor_PBR Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted December 3, 2018 Share Posted December 3, 2018 Thanks for writing this! I'll come back with updates for documentation and also a new feature to load only .editorproject with native version (double click in your OS file explorer) which makes the experience easier Quote Link to comment Share on other sites More sharing options...
Limes2018 Posted December 4, 2018 Author Share Posted December 4, 2018 @Luaacro Thanks! I added another blog post about BJS editor. BJS itself is not so popular in Japan. I'll share the good points step by step. I'll waiting for your updated documentation! https://www.crossroad-tech.com/entry/Babylonjs_Editor_ParticleSystems GameMonetize and Sebavan 2 Quote Link to comment Share on other sites More sharing options...
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