[{"Owner":"chicagobob123","Date":"2016-05-20T21:00:08Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI was able to load a container I had in OBJ format but the texture looks all wrong. 2 out of 6 sides are OK.  I load the same model into Blender and everything is OK. Is there more I can do? \n_lt_/p_gt_\n\n_lt_p_gt_\n\tNot much code in here.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tAlso if you are reading this how do I NOT load it directly into the scene?\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI want to attach it to a particle instead. \n_lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n_lt_p_gt_\n\t   var loader_eq_new BABYLON.AssetsManager(scene)_sm_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t       var CargoContainer_eq_loader.addMeshTask(_qt_C1_qt__co__qt__qt__co__qt_/mb/CargoContainer/_qt__co__qt_Cargo_container_01.txt_qt_)_sm_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t       loader.onFinish_eq_function()_lt_br /_gt_\n\t        {_lt_br /_gt_\n\t         // animation_lt_br /_gt_\n\t         var dir _eq_ BABYLON.Vector3.Zero()_sm__lt_br /_gt_\n\t         var pos _eq_ BABYLON.Vector3.Zero()_sm__lt_br /_gt_\n\t         scene.registerBeforeRender(function() {   _lt_br /_gt_\n\t             camera.position.scaleToRef(2_co_ pos)_sm__lt_br /_gt_\n\t             dir.copyFrom(pos)_sm__lt_br /_gt_\n\t             dir.scaleInPlace(-1)_sm__lt_br /_gt_\n\t             dirLight.position _eq_ pos_sm__lt_br /_gt_\n\t             dirLight.direction _eq_ dir_sm__lt_br /_gt_\n\t              })_sm_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t           // run the render loop_lt_br /_gt_\n\t           engine.runRenderLoop(function() {_lt_br /_gt_\n\t            scene.render()_sm__lt_br /_gt_\n\t           })_sm__lt_br /_gt_\n\t        }_sm_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t     loader.load()_sm_\n_lt_/p_gt_\n\n_lt_p_gt__lt_a href_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_2016_05/Capture.PNG.948ecd9731545dce6f5e0a19ede4dc0a.PNG_qt_ class_eq__qt_ipsAttachLink ipsAttachLink_image_qt__gt__lt_img data-fileid_eq__qt_7727_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_2016_05/Capture.PNG.948ecd9731545dce6f5e0a19ede4dc0a.PNG_qt_ class_eq__qt_ipsImage ipsImage_thumbnailed_qt_ alt_eq__qt_Capture.PNG_qt__gt__lt_/a_gt__lt_/p_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"dbawel","Date":"2016-05-20T21:21:59Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/21732-chicagobob123/?do_eq_hovercard_qt_ data-mentionid_eq__qt_21732_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/21732-chicagobob123/_qt_ rel_eq__qt__qt__gt_@chicagobob123_lt_/a_gt_ - Have you attempted to export as a .babylon file with a native Blender primitive mesh with the same properties applied such as materials and textures as a control test mesh? This should provide you with the answers you_t_re looking for in comparing the results in BJS. Unless however_co_ the .OBJ mesh is a native pimitive Blender mesh. If you post the Blender file for review_co_ I_t_m confident you_t_ll receive an answer from the community in short time_co_ if my above suggestion doesn_t_t apply.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tFrom my own personal experience_co_ it is the process of unwrapping UVs to produce the same result you see in Blender. Also_co_ it was essential to unwrap the UV texture coordinates using the Cycles Renderer in the past. I don_t_t know if this is still the case_co_ however it certainly was the case one year ago.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tDB\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"chicagobob123","Date":"2016-05-20T21:22:53Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI am going to try that now. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tWas just looking for the .py file in the download folder. \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"chicagobob123","Date":"2016-05-20T21:56:01Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tIt loads correctly and I like the lighting it seems to render correctly. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tI still dont get this.Using the addMeshTask seems to auto load to the scene. How do I not load it to the scene but instead attach a mesh to a particle? \n_lt_/p_gt_\n\n_lt_p_gt_\n\tCan this even be done? \n_lt_/p_gt_\n\n_lt_p_gt_\n\t(I know such a newbie sorry)\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"dbawel","Date":"2016-05-20T22:14:51Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/21732-chicagobob123/?do_eq_hovercard_qt_ data-mentionid_eq__qt_21732_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/21732-chicagobob123/_qt_ rel_eq__qt__qt__gt_@chicagobob123_lt_/a_gt_ - Here is a Playground scene which I believe _lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/4442-deltakosh/?do_eq_hovercard_qt_ data-mentionid_eq__qt_4442_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/4442-deltakosh/_qt_ rel_eq__qt__qt__gt_@Deltakosh_lt_/a_gt_ posted - but If I_t_m mistaken_co_ please forgive me for not noting correctly. This scene attaches a BJS box object to a particle system_co_ but you can use this to attach practically any mesh you like. But keep in mind optimization_co_ as you_t_ll be running prettu hot on mobile devices such as the S6 and S7 smartphones - if you plan on supporting mobile devices.\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#16SA9C%239_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#16SA9C#9_lt_/a_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tDB\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"gryff","Date":"2016-05-21T00:36:16Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_blockquote class_eq__qt_ipsQuote_qt_ data-ipsquote_eq__qt__qt__gt_\n\t_lt_div class_eq__qt_ipsQuote_citation_qt__gt_\n\t\tQuote\n\t_lt_/div_gt_\n\n\t_lt_div class_eq__qt_ipsQuote_contents_qt__gt_\n\t\t_lt_p_gt_\n\t\t\tAlso_co_ it was essential to unwrap the UV texture coordinates using the Cycles Renderer in the past. I don_t_t know if this is still the case_co_ however it certainly was the case one year ago.\n\t\t_lt_/p_gt_\n\t_lt_/div_gt_\n_lt_/blockquote_gt_\n\n_lt_p_gt_\n\t@dbawel. I_t_ve been using Blender for over 4 years for Unity_co_ Second Life_co_ and BJS. Never had to do that - always worked fine in the Blender Renderer.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tcheers_co_ gryff _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"dbawel","Date":"2016-05-21T01:31:15Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/7026-gryff/?do_eq_hovercard_qt_ data-mentionid_eq__qt_7026_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/7026-gryff/_qt_ rel_eq__qt__qt__gt_@gryff_lt_/a_gt_ - It may not be an issue anymore_co_ but at some point_co_ I definately ran into compatability issues in not using the Cycles Renderer to unwrap UVs. However_co_ I personally don_t_t have enough specific info to warrent why. However_co_ I discovered greater compatabilty at the time - but this was quite a while ago. So just trying to help troubleshoot from personal experience.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tPerhaps _lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/8492-jcpalmer/?do_eq_hovercard_qt_ data-mentionid_eq__qt_8492_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/8492-jcpalmer/_qt_ rel_eq__qt__qt__gt_@JCPalmer_lt_/a_gt_ might chime in to help understand why there was some compatability issues prior_co_ but obviously not for everyone. So JC_co_ any thoughts?\n_lt_/p_gt_\n\n_lt_p_gt_\n\tDB\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2016-05-23T15:43:53Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI have never imported an .obj (whatever that is) into Blender_co_ but on the assumption that it is just a mesh after that_co_ it should be able to be un-wrapped with either.  Think the issue might be _qt_shouldn_t_t the importer un-wrap it anyway??_qt_.  Is there not UV in the .obj file that says how the texture maps?  Might the importer also be picking which render to use.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tAs an aside_co_ the facilities inside the .babylon exporter for cycles are to just bake it into a texture.  This has the side effect of creating a separate texture for every mesh with no sharing.  If something can be done with the Blender render_co_ I would recommend using it over Cycles.  The ability to bake for Cycles is just so complex materials can still be used / and continue to be edited.\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"dbawel","Date":"2016-05-23T16:28:38Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/8492-jcpalmer/?do_eq_hovercard_qt_ data-mentionid_eq__qt_8492_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/8492-jcpalmer/_qt_ rel_eq__qt__qt__gt_@JCPalmer_lt_/a_gt_ -\n_lt_/p_gt_\n\n_lt_p_gt_\n\tYour advice on using the Blender Renderer is duly noted. FYI - the .OBJ format is an object (mesh) format which developed out of the Wavefront software applications prior to their aquisition by Alias over 15 years ago. At the time_co_ it was developed with the expectation to use as one of the first universal mesh formats for use as a conversion standard to import/export mesh objects between the different modelling and proceedural applications at the time in the mid 90s. Wavfront released this with only mesh and vertex information_co_ and not material or other properties of the mesh included in the .OBJ format - until Wavefront opened up all rights to this and other cevelopers began to introduce additional properties to the .OBJ file format in roughly 1999.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut there were initially incompatabilities in using this file format between different software applications_co_ until Alias and Autodesk set the standards for the .OBJ file format for the entertainment industry in 2001. Before this_co_ and certainly since then_co_ it has been a widely supported file format with substancial support of the format and it_t_s standards in practically every modelling and rendering application ever since. So this is the history of the .OBJ file format strictly from memory_co_ but the info provided here is factual. I don_t_t believe that Wavefront claims any ownership of the _co_OBJ file format any longer_co_ and it is now the most widely supported file format for mesh objects in use today.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut always be aware that even though Alias set standards and Autodesk has continued support of these_co_ you_t_ll often find many properties unsupported depending on the software you are using - especially legacy issues with it_t_s use in products and applications prior to 2001.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tWow_co_ I_t_m the old dude now._lt_img alt_eq__qt__dd_mellow_dd__qt_ data-emoticon_eq__qt__qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_mellow.png_qt_ title_eq__qt__dd_mellow_dd__qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\tDB\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2016-05-23T16:47:29Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tMost of the people writing the code or answering questions for BJS are the _qt_old dudes_qt_ or approaching.  As a 2nd generation programmer with 30+ years professional experience (40 if you count high school)_co_ it just does not matter how little I know the subject matter any more.  A younger person tries to avoid saying they do not know something too often_co_ especially in a work environment.  I just do not care anymore. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tCausing people to under estimate me has it perks.\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"chicagobob123","Date":"2016-05-23T21:47:08Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t_lt_div style_eq__qt_table-layout_dd_fixed_sm_width_dd_1475px_sm_line-height_dd_1.6_sm_color_dd_rgb(39_co_42_co_52)_sm_font-size_dd_14px_sm_margin-bottom_dd_20px_sm_margin-top_dd_0px_sm_font-family_dd__t_Helvetica Neue_t__co_ Helvetica_co_ Arial_co_ sans-serif_sm_font-style_dd_normal_sm_font-weight_dd_normal_sm_letter-spacing_dd_normal_sm_text-indent_dd_0px_sm_text-transform_dd_none_sm_white-space_dd_normal_sm_word-spacing_dd_0px_sm_background-color_dd_rgb(255_co_255_co_255)_sm__qt__gt_\n\t_lt_p style_eq__qt_margin-top_dd_0px_sm__qt__gt_\n\t\t&gt_sm_&gt_sm_Most of the people writing the code or answering questions for BJS are the _qt_old dudes_qt_ or approaching. _lt_span style_eq__qt_line-height_dd_1.6_sm__qt__gt_Now isn_t_t that interesting.&lt_sm_&lt_sm__lt_/span_gt_\n\t_lt_/p_gt_\n\n\t_lt_p style_eq__qt_margin-top_dd_0px_sm__qt__gt_\n\t\t_lt_span style_eq__qt_line-height_dd_1.6_sm__qt__gt_You would think it would be younger guys considering this is pretty cutting edge. But you can count me in the Older Gentlemens club. _lt_/span_gt_\n\t_lt_/p_gt_\n\n\t_lt_p style_eq__qt_margin-top_dd_0px_sm__qt__gt_\n\t\t_lt_span style_eq__qt_line-height_dd_1.6_sm__qt__gt_About 30+ years into this now. _lt_/span_gt_\n\t_lt_/p_gt_\n_lt_/div_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]