Paradine Posted October 21, 2014 Share Posted October 21, 2014 (edited) I have been trying to export animated model but with no luck does not show up on web and log file gives error and warnings.It is not camera nor light issue as they are added externally.It worked before Armature was added and animation and parenting applied.Blend (2.72) file can be gotten here: tlu.ee/~paradine/hairPerm2.blendAny help appriciated. Found Empty Object! (why it did not rendered) And did not like more than 4 instances. Edited October 21, 2014 by Paradine Quote Link to comment Share on other sites More sharing options...
Paradine Posted October 21, 2014 Author Share Posted October 21, 2014 While now it works.Wierd anomalies in animation seems to be still existing, make them look tottally different in babylon compared to blender.Why?Updated Blend (2.72) file can be gotten here: tlu.ee/~paradine/hairPerm4.blend Quote Link to comment Share on other sites More sharing options...
Carlos R Posted October 21, 2014 Share Posted October 21, 2014 I also have some problems trying to export my model, then i update blender to version 2.72 and everything works as i expected. What kind of anomalies your animation have? can you create an example? upload it to http://www.babylonjs/playground/ or in dropbox. Quote Link to comment Share on other sites More sharing options...
Paradine Posted October 21, 2014 Author Share Posted October 21, 2014 They act off, I used for babylon its basic loadscene and beginanimation on loadcene finish.Here is comparison: Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted October 21, 2014 Share Posted October 21, 2014 What is in the log file? The most common issue is having some mesh vertices influenced by more than 4 bones. There are warnings in the log file which will indicate this if so. Quote Link to comment Share on other sites More sharing options...
Paradine Posted October 21, 2014 Author Share Posted October 21, 2014 At first I thought so too so I updated blender file now as you can see on video there are only 4 bones. Only warning log gives of are about camera not being setup. Quote Link to comment Share on other sites More sharing options...
gryff Posted October 22, 2014 Share Posted October 22, 2014 Paradine, is there a reason you have all those tiny cuticle meshes(335 of them) as separate objects rather than a single mesh? cheers, gryff Quote Link to comment Share on other sites More sharing options...
Paradine Posted October 22, 2014 Author Share Posted October 22, 2014 They should open and close like flower petals around cortex. (Animated) Quote Link to comment Share on other sites More sharing options...
gryff Posted October 22, 2014 Share Posted October 22, 2014 They should open and close like flower petals around cortex. (Animated) Well I looked at your file in blender - can't see any opening or closing. Not even sure what would drive it - but that is an aside The problems you have seem to be stemming from your meshes and rig. Here is your what I get when I export your hair4Perm file to babylon. Hair unmodified When I looked at the file the rig is at x= -0.01, y = -1.69, z = -9.75The cortex mesh is at x = -0.02, y= -0.006, z= .25 and has a scale factor of 5 and rotation about y = -1.57The shaft mesh is at a similar position and similar scale and rotation values. So I moved the rig and meshes to 0,0,0, set their origins to 0,0,0 and then applied the rotation and scale for the two meshes. Here are the results for the rig with those meshes: Cortex only HairShaft Only They do not undergo any translation, no flattening or twisting at the top - in fact seem to behave like they do in Blender. I did not try anything with all those cuticles as there are 300+ and all with different scale and rotation values Hope that helps. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Paradine Posted October 23, 2014 Author Share Posted October 23, 2014 Cool thx.Now I know what is the problem.Deem I really hoped babylon will take location and origin into account.As for cuticle animation, it is set up with babylon animation with x rotation about 0.30 rads applied in for each cuticle with loop.But I think appling parenting on cuticle has messed up those point of origins in this file.//On .babylon loadfor(var i = 0; i < newMeshes.length; ++i){ if (newMeshes[i].name.substr(0, 7).localeCompare("Cuticle") == 0) { var animateCuticleOpen = new BABYLON.Animation("ani" + newMeshes[i].name, "rotation.x", 25, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var keys = [{ frame: 0, value: newMeshes[i].rotation.x }, { frame: 50, value: newMeshes[i].rotation.x + 0.30 }, { frame: 100, value: newMeshes[i].rotation.x }]; animateCuticleOpen.setKeys(keys); newMeshes[i].animations.push(animateCuticleOpen); }} Quote Link to comment Share on other sites More sharing options...
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