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  1. @brianzinn you have a point, but i try after the successful loading (as you can see in the onSuccess callback)
  2. Hello folks, i try load an .obj file and modify the material/texture scaling. Loading goes well, but not scaling of the textures When i try to access the material object i get a undefined error. meshes[0].material is undefined, in the screen shot you can see the property is there. I dont know what i do wrong // first param: ["myMesh1", "myMesh2"] // https://doc.babylonjs.com/how_to/load_from_any_file_type BABYLON.SceneLoader.ImportMesh("", "./assets/temp/house/", "restaurant.obj", game.scene, function (meshes, particleSystems, skeletons) { // do something with the meshes and skeletons // particleSystems are always null for glTF assets //console.log(meshes, particleSystems, skeletons); console.log(meshes[0]); });
  3. Somtehing went wrong with the playground. Has Anyone else this error ?
  4. Hello evryone, i try to better understand collisions & mehs interactions. I found this demo on the babylon.js 101 docs: http://www.babylon.actifgames.com/moveCharacter/ https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity Is it possible to get the source code ?
  5. Youre right buddy, but i tryed this befor and nothing has changed. Only when i turn the steering wheel. This is the axis of rotation if i undertsand it correct. There only move when my stering is 0, but i need the position of the centre from the car. at any time
  6. Hello, i am again... i have a realy noob question but cant find an answer. Since i playing with this Playground i try to figure out how i can get the position of the car (mesh = carBody ?) Im not successful. Line 42 - 44 scene.registerBeforeRender(function(){ console.log("Poisition", carBody.position); }); The only thing that changes is when i turning the steering wheel. Nothing about the position on the ground... I tought the carBody "merge" all meshes into one and move them around with them. So that the positions property on child meshes a relative to the parent mesh. I dont get it...
  7. Thank you buddies for your help(s?) I'm sorry if I've caused you inconvenience. I think my main problem is i dont know wich is the last stable version on Github/cdnjs.com and so on... @RaananW I am not a Developer on Nodejs if you mean that
  8. I didnt know that This was the next step, but first i would play a litle with collisions. I must play a lot more with BJS to reach my goal Thank you very much
  9. Copyd the source from the playground, and the "bug" is still present. I dont have any click handlers or key input, expect the Babylon ActionManager(); I commited everything else out what can handle user inputs. EDIT: reduced evrything to an minimal HTML markup & script from playground: Bug still exists EDIT2: As i want to upload my game for debugging, i added the Babylon.js 2.5.0 from CDN.com -> bug is gone. If you use 3.0.1 Beta the bug is there Game in the Attachment for Demo. Feel free to change the Babylon.js versions, from 2.5.0 to 3.0.1 or backwards. Then you see there is a bug when you click with your cursor on the canvas index.html
  10. Hello, i created a litle game, based on the car demo in the playground, Now i have noticed that when i click with the mouse (left, middle, right) the car bounce a litle for and then back. also when the key is released. I have created an video: https://sendvid.com/f3xjn5vd Have a look on the console. I dont think this is not an problem with my game logic, more with the canvas. Like you drag & drop the frame. Has anyone an similar problem or a fix for me ? I dont know what to do.
  11. Hello, i played with the car demo on playground. But im not able to apply collisions to the car. Can anyone tell what i do wrong ? Playground I added: scene.collisionsEnabled = true; // Line 6 carBody.checkCollisions = true; // Line 104 // Also to the wheels wheelFI.checkCollisions = true; // Line 96 wheelRO.checkCollisions = true; // Line 92 wheelRI.checkCollisions = true; // Line 87 wheelFO.checkCollisions = true; // Line 82 // Cubes on ground boxes.checkCollisions = true; // Line 138 But dosnt work, i dont know why.
  12. Hello, i have a question about rotating an cube driven by the position of the cursor. Have created an playground: http://www.babylonjs-playground.com/#NPOXN#5 The cube rotates by not follow the cursor. When the cursor is left, 0° rotate, cursor right litle more as 90°. The code that i use: document.getElementById("renderCanvas").addEventListener("mousemove", function (event) { //console.log(scene.pointerX); //box.rotation.y = scene.pointerX / 2; box.rotation.y = (scene.pointerX / canvas.width) * 2; // We try to pick an object //var pickResult = scene.pick(scene.pointerX, scene.pointerY); }); I want that the Z Axis follow the cursor 360°. Can anyone give me a right hint ?
  13. Hello community, i am new here, because i have any questions about blender + babylon.js I want to create a game (oh, really ? :D), write the logic in JavaScript and the design stuff in blender. Now i am an point i dont know how to group objects in blender, so in can use them in babylon.js I am great in Webdevelopment but terrible in blender (no experience) I am able to add stuff like tubes, cubes, etc. but not shure about how to group them so babylon.js can create meshes out of the groups. It seems to babylon.js create for every item (cubes, tubes, ...) i add in blender a new mesh. I want that when i group things, that only for the group are meshes created. (See screenshot) BTW i export every thing as *.obj And (for this point not necessary), how can in group, groups to an whole "item", like an building, car, or something else ? Thanks guys!
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