GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 OK I fixed the exporter. The only thing you will have to do is set Alpha Source = None on the trunk (because right now Alpha Source = File and then babylon.js will use the alpha value for alpha testing) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 I do not know why, but I decrease the scale of my trees in 3ds max. I divide by at least 100 and when I matter it is always huge. changes nothing in babylon. It is normally 10 meters, but there it is 100 meters in babylon and if the places 1 meter in 3ds max it is still 100 meters in babylon. I find it hard to understand the "systeme scale" of babylon. edite: Alpha Source is desactivate. I know why it was check. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 This should change as there is no "system scale" in babylon.js. We just take the scale from the file Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 How do you change the scale? By scaling the trees or changing the units? Because units are not exported because of my previous post (no system scale in bjs) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 I wanted to know the unit of measurement in babylon. that is 1 = 1 meter? and mesh.scaling () has some little concerned that I do not know how to explain. J'ai diminuer mon arbres dans 3ds max qui étais trop grand et dans babylon il ai toujours énorme, cela ne change rien quand je diminue mon arbres et que je le reexporte. et je ne sais pas pourquoi. alors ca a peut être rien a voir avec l'exporteur. ceci dit il fonctionne très bien, a part le problème d’échelle que je comprend pas maintenant. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 There is no unit in babylon.js because you define everything: objects and cameras <fr>Pas d'unite dans babylon.js, je recupere directement ce que tu fais dans max. Si tu fais un arbre de 100 de haut ca fait 100 unites de ce que tu veux.</fr> Could you share the new exported scene? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 11, 2014 Share Posted June 11, 2014 Ok no unit This would have served as a landmark in 3d space. for example when you put the camera on the Z axis -100 this is what If there is not any unit? yes: The tree is always great big decrease significantly. index Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 11, 2014 Author Share Posted June 11, 2014 I've just sent you a PM Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 11, 2014 Share Posted June 11, 2014 OK, Yes it'll be simpler Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 11, 2014 Share Posted June 11, 2014 Hi, I try now exporting with a .dds texture. it travels well, but I think there's a problem in babylon. I have nothing that appears In the console:Uncaught SyntaxError: Unexpected token N babylon.js:11BABYLON.SceneLoader.RegisterPlugin.importMesh Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 11, 2014 Author Share Posted June 11, 2014 New version should fix this problem. Let me know else Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 11, 2014 Share Posted June 11, 2014 Yes, the new version fix for the dds, my model is displayed, but the "coordinate texture" seems not well place. Here are 2 pictures of comparisons: in 3ds max : In babylon : Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 Could you try with a .jpg texture just to be sure? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 Yes I confirm this is linked to compressed texture. I cannot invert them using WebGL (this is a limitation of WebGL and DDS format). I suggest switching the texture in 3dsmax or inverting it directly into the texture (upside down on Y axis) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 Oh wait I have an idea Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 Could you try the new version? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 12, 2014 Share Posted June 12, 2014 If you have an idea, I'll wait Thanks Deltakosh Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 12, 2014 Share Posted June 12, 2014 Yes, but I would try tomorrow, the I'll go to sleep, it is 2 h 40 mdr.But I'm sure your idea in will be good. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 12, 2014 Share Posted June 12, 2014 I am going to test quickly and is perfect dk. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 Cool:D Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 New version with animations:) Readme is up to date:https://github.com/BabylonJS/Babylon.js/tree/master/Exporters/3ds%20Max Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 12, 2014 Share Posted June 12, 2014 Cool, and that exports the skeleton with ? I test tomorrow Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 12, 2014 Author Share Posted June 12, 2014 Bones are not yet supported. This is by far the more complex part so I keep it for the end Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 12, 2014 Share Posted June 12, 2014 Yes, I believe you that this part is complex. Good luck for this. Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 13, 2014 Share Posted June 13, 2014 Exciting! Getting closer. Quote Link to comment Share on other sites More sharing options...
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