GameMonetize Posted June 28, 2014 Author Share Posted June 28, 2014 Mais il y a des lumieres dans max? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 28, 2014 Share Posted June 28, 2014 Dans max, les lumières sont des lumières par défaut (mais utiliser que pour max) il ne sont pas exporter, il faut ajouter des lumières manuellement pour que l'exporter les exportes et moi je ne met jamais de lumiere ou de camera, car je ne fait que des modeles et pas des scène en general.Je pense qu'il faudrait dans la scène de l'exporter ajouter une lumiere si il n'en existe aucune tout comme une camera, si il en existe pas. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 28, 2014 Author Share Posted June 28, 2014 No I do not add lights or camera. I don't kow for the camera but it can be easy to add a default hemilightIn the meantime, Max2Babylon exporter lets you know there is no light or camera with warnings Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 28, 2014 Share Posted June 28, 2014 Ok, thank you Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 30, 2014 Share Posted June 30, 2014 How about an option to export all scene items to separate babylon files with their mesh name as the file name? So if 20 separate meshes are loaded into a single 3DS Max scene, then it will make 20 babylon files with the mesh name as the file names. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 30, 2014 Author Share Posted June 30, 2014 Is it not to much specific? Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 30, 2014 Share Posted June 30, 2014 Not sure. it's just a request. I won't feel bad if you feel that it's unnecessary. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 30, 2014 Author Share Posted June 30, 2014 Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 19, 2014 Share Posted July 19, 2014 I can't seem to get my animations to export using the tool. No error trying to load the file, but it doesn't render to the scene. It doesn't even load the model. BABYLON.SceneLoader.ImportMesh("", "../Models/Monsters/", "Boss_Pukui.babylon", scene, function (mapZone, particleSystems, skeletons) { mapZone[0].scaling = new BABYLON.Vector3(0.005, 0.005, 0.005); mapZone[0].rotation = new BABYLON.Vector3(0, -3.141593, 0.000000); mapZone[0].position = new BABYLON.Vector3(-104.0314, 4.3437, -14.2259); // scene.beginAnimation(skeletons[0], 0, 250, true) } ); Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 19, 2014 Share Posted July 19, 2014 just for 0, 250. These are the % should be 100 to play all the animation of the file.scene.beginAnimation(skeletons[0], 0, 100, true);This is just for information. Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 19, 2014 Share Posted July 19, 2014 I have the animation commented out because the model won't even render yet, but I hope it hasn't been changed to a % from actual frames.... I need to be able to reference by start and end frame. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 19, 2014 Share Posted July 19, 2014 This has always been in % since I know babylon Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 19, 2014 Share Posted July 19, 2014 Well, I found where he's loading, but I think I have a different issue... he's not scaling, rotating, or positioning.... I guess to load the animation i need to use: animate(target, delay, from, to, loop, speedRatio) Quote Link to comment Share on other sites More sharing options...
koax117 Posted July 25, 2014 Share Posted July 25, 2014 What are the chances there is a way to already export out a light's range? Typically in Max we use the attenuation, but babylon recognizes light.range. I can control it via code, but it would be nice to have the light's far attenuation's start and end value's for the light.range. From babylon's tutorial's: https://github.com/BabylonJS/Babylon.js/wiki/06-Lights NEW: In recent versions of Babylon.js, a new property was introduced... called .range:light.range = 300;More information about the .range property... coming soon. Stay tuned. Thank you advance, everything else is great so far! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 25, 2014 Author Share Posted July 25, 2014 range is already exported:babylonLight.range = maxLight.GetAtten(0, 1, Tools.Forever); Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 10, 2014 Share Posted August 10, 2014 Hello. I have several models which does not seem to be exported properly. When I load the scene, the models does not show. Files to download (.max, .babylon, .html + babylonJS) : http://www.castorengine.com/babylon/Perna.zip In 3ds max : in Babylon : Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 11, 2014 Author Share Posted August 11, 2014 THis is because you are using mental ray materials and not basic materials Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 11, 2014 Author Share Posted August 11, 2014 (and before you ask, there is no plan to support mental ray ) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 11, 2014 Share Posted August 11, 2014 Yes I understand for mental ray. It is a model that I have recover. This did not me who made it, so I do not really know how it was done. I'll try to see more ready with what you tell me. Thanks Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 11, 2014 Share Posted August 11, 2014 In fact it is not mental ray material, but the material "two face" and not the material standard. The material "two face" is planned in babylon? Quote Link to comment Share on other sites More sharing options...
reddozen Posted August 11, 2014 Share Posted August 11, 2014 We've talked about double sided support before. It's not likely due to the fact that you have to implement it with a shader. I don't think webGL handles is naturally. The simplest solution in 3DS Max is to use the shell function and set the inner and outer amounts to 0. This essentially makes a 2 sided mesh. Shell Modifier:http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-E38BD284-3283-4311-AC29-3F699B2F04AA.htm,topicNumber=d30e96227The sum of the two Amount settings determines the thickness of the object's shell, as well as the default width of the edges. If you set both to 0, the resultant shell has no thickness, and resembles an object set to display as 2-sided. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 11, 2014 Share Posted August 11, 2014 Thanks Roddozen. The problem is that some models are download and are not mine and made a ways which is not good for babylon. I must redo everything the mapping... Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 12, 2014 Share Posted August 12, 2014 There is a small problem with the positions of the textures. Here is what I have in 3ds max : and here is what I have in babylon : Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 12, 2014 Author Share Posted August 12, 2014 Are you using regular material? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 12, 2014 Share Posted August 12, 2014 yes. Standard material (texture diffuse) I change the position of texture here : (décalage + taille + largeur + hauteur) (Le décalage est a zéro dans limage d'exemple ci dessous, mais dans l'image plus haut, c'est régler sur 2.0) Quote Link to comment Share on other sites More sharing options...
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