Would you want to upgrade to the latest available pre-release of the exporter plugins, you can easily launch back the installer and follow the same exact procedure to update the installed plugins to their latest versions.
About dds format, Babylon engine partially supports this format depending on compression. To avoid any issue with this format, the exporter automatically converts it to png as stated previously. As an exception, the dds format is allowed for the environmnent texture and will not be automatically converted.
As of now, I am using the glTF exporter in Houdini 17 (part of the gamedev tools) to transfer assets to Babylon.js.
It would also be nice if a .babylon file export extension can be available, like that one for 3ds max.
@Deltakosh @Galen @hcmetal hi guys, a bit late to the party here
I was thinking of writing a BJS exporter for Houdini - did anyone make any progress on this?
Do you have any advice or good reasons for not doing that?
A recent topic also illustrates a problem with a GLB, which a .babylon does not have. GLB cannot do multi-material meshes. When combined with morphing, it means you may have to account for performing morphing on multiple meshes, since they got split into more than one due to multiple materials in the Blender mesh.
Microsoft Flight Simulator makes use of a modified version of Babylon JS for 3DS Max, which is redistributed with the SDK. This enables use of specific material features, required when creating add-ons for the sim. This page briefly outlines how to use the exporter that uses Babylon JS to create the glTF files that are appropriate for use with add-on packages in Microsoft Flight Simulator.
Once you have set all the parameters, file paths, and other settings (all explained below), you can click on the Export button to have the exporter create the glTF file. At the bottom of the window you will be shown any potential issues (in orange, but they can be ignored), actual issues (in red, these need to be addressed), as well as other details of the output process for the glTF:
Whelp, nevermind .
Just tested it with a clean mixamo rig, similar key number and framerange, and that exports in under 200 seconds.
We use an mgear rig and tried to use the babylon exporter to bake the animations from the skinning skeleton there, so no additional step was taken to disconnect the skinning skeleton from the rig controls, but it seems the live connections of the mgear controls sends the exporter in a pretty big loop.
Now I bake and disconnect the skinning skeleton in maya, hide everything else and then the export seems to work fine and with decent speed.
I am using maya 2018 with babylon exporter plugin installed. I did some experiment on simple mesh it worked fine but for skeleton animations
dee2.zip (1015.9 KB)
it seemed to be fine in maya and as fbx file but when I exported as .babylon many properties like skinning weights are gone and received error in sandbox. gltf files were fine in sandbox but lost skinning weights as well. I have tried all days and have no idea about what happened. Could any one
save my life by providing some clues? Appriciating
See photo just uploaded for an idea of the issue. I have been importing a .dae file into Blender and exporting it for babylon.js. What settings do I need in blender to make the final character smaller.
I do not use that. 250 bones does sound insane though. There was another topic, but they never indicated what failure means. That is not really enough information. Please post the log file from the exporter.
Would it be possible to add a lightmap container in the babylonAttributes of the physical material that gets exported (maybe also with a levelValue)?
Using babylonjs for a few years now and this feature would be really nice.
@bghgary Yes, like I wrote earlier I would use this for my 3dsMax to babylon.js workflow (could imagine that a lot of 3D-Artist could find this very helpful). But that means that, there has to be sth. similar in the babylon attributes of 3dsMaxMaterial to set it up. And as you mentioned the babylon.js loader is also not prepared to do that right now.
Anyway, I really appreciate that you did a research yourself about this topic.
That said, if you are running into an issue that is causing a crash, we need to look into that. I was not able to repro your issue from your description. I was using Max 2023 and the exporter v20221031.2 and was able to export a selection only and then turn off selection only and was able to get a successful export.
For the bjs exporter I was using Max2023 in combination with the exporter v20221031.2
By now for me the scripted version is more interesting because I can work out a workflow so this can be used on multiple projects and files.
Also, while the exporter attempts to bake materials, another reason to avoid them in production code shows in your very example. Baked materials cannot be shared across meshes. If you have a material that in Blender that has no direct translation on 3 meshes, then it will have to baked 3 times. This is not scalable on the BJS side either.
Looks good. Now you see a lot of registered as also a user of Material: x messages in the log. So they are being re-used. Not sure what those _baked things are. They are not in the log file. If you opened up the .babylon in Word or NotePad, does a find of _baked get a hit?
I also tried it again with blender default cube. 2 materials placed on it, a smart uv project and the faces triangulated. No more. Then exported. Here too, the first material is renamed to _baked. Blender 2.8 (.75) and the babylon exporter 2.2.3
hi i made an arm in blender and rigged it and uploaded it but like in this
PG it never loads.
and when i export it to babylon there is 2 warnings and it tells me to check the log file
for the babylon blender exporter,. i searched online 2 days for it but i cant find it
but i need know if it says why mesh isnt loaded
-playground.com/#2DLXYB#72
@agravois, I know this sounds off topic, but we are trying to figure out the export path that gets you the double faces. The documentation is a little sparse on details so I am trying to determine the correct export path so we can update the documentation and understand if the exporter is indeed doing what you think it is. I started with two materials on a quad to test just because that was the path suggested in the docs.
Act of exporting as it relates to material is kind of like a scavenger hunt. The exporter traverses the node tree, and finds things which can be translated into an exported material. There are many types of Blender nodes which have no equivalent, e.g. Glass, Magic. In cases like this, the exporter attempts to bake the result of the material into a texture.
The transforms (scale, position) work perfectly in my scene, but when I export it using Babylon glb exporter, when I load the saved glb back in a scene the models do not keep the transforms from my export scene.
In a previous post, I described Babylon.js, a brand new 3D engine for WebGL and JavaScript. Among others features, Babylon.js is capable of loading a JSON file through the .babylon file format.
You will need to authorize .babylon MIME type on your web server (and furthermore you will also need to authorize .babylonmeshdata MIME type if you want to use incremental loading)
Moreover, Blender allows developers to create plugins written with the Python language, a feature that allowed the Babylon.js team to develop the Blender's exporter. In fact, the Babylon.js exporter will allow you to build your scenes (including meshes, lights, cameras, and so on) directly in Blender and easily export your scenes to a Babylon.js format that you'll be able to load in your projects. Let's take a look at the following steps and see how you can (still easily) do this.
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