The ~ Blender2Babylon ~ HAPPY~PATH:
Dozens of times now, I’ve found things that work in Blender - that do not export.
YOU ARE NOT DONE - with BLENDER WORK - until it is EXPORTED correctly.
So I think deeply on this problem, and expand on the SOLUTION above, with an EXAMPLE.
I’d like to think that we could have FLAWLESS~EXPORTS someday. BLENDER~PARTY.
Effortless building, exporting, rendering. Ha! Its a dream.
Because, the deeper I dive into BLENDER~EXPORTS - I see a recurring THEME.
There is always a FLAW! Sometimes unavoidable. Always Solvable. Always USER~ERROR.
It honestly takes me to STOP … sit down and think about it.
But how to SOLVE this in ADVANCE… with PROCESS?
That is the SOLUTION below.
EXAMPLE:
Two EXPORT errors occured back-2-back. And they are worth mentioning as an excercise to…
DEVELOP A STRATEGY FOR FLAWLESS~ASSET~EXPORTS.
The first ERROR RESULT was: mysterious-missing-mesh
After export, mesh missing randomly. See through. Like it was “XRay” or “Back Culling”. Neither were the case.
So why the surprise? It is a detective mystery. And I’ve developed a precise way to track it down.
SAVE EVERY MAJOR CHANGE in a .blend naming convention. Like this:
assetFile1.blend - original (duplicate from last string, considered a success)
assetFile1a.blend - first set of changes (usually not exported).
assetFile1b.blend - some bigger changes. (usually I'll export this and check)
assetFile1c.blend - usually changes added to a successful 1b.
assetFile1d.blend - major changes with successful export.
assetFile2.blend - copied 1d as starting point for next round of BLENDER additions.
I’ve gone well into the TENS with that strategy to build up a GOOD BLEND.
Why?
ISOLATE THE ERROR, then TRY MANY VARIATIONS, without losing progress.
When an export fails (often it is subtle - like animations break - you may not notice for a long time).
WHEN EXPORT BREAKS - I export backwards - until it is NO LONGER BROKEN.
Then REWORK forward - overwriting the broken file…
assetFile1d.blend (.babylon) - overwritten to find export breakage SOLUTION.
Again, and again… with persistence. Until you find the FLAW, and apply the FIX.
BUT…
FIXES ARE HARD TO FIND!
How to simplify that problem?
EXAMPLE-SOLUTION to the invisible mesh - only showing random faces?
It was a Weight-Paint FLAW - where the TEST, ONLY WEIGHTED ONE ARM - not the whole body.
SOLUTION: WEIGHT PAINT all extra VERTICES to a VERTEX GROUP (spine).
SUCCESS - the export was no longer invisible.
BLAM!
Another Problem in the same export. Ever have the pleasure???
PROBLEM: Grotesque~Animation. But just slightly.
Again, sit and think…
PROBLEM: I Weight Painted the Entire Body to the Spine to get it to render.
SOLUTION: Remove the VERTICES of the TEST ARM from the SPINE Group - double Weighted!
Ironic?
The point is…
These two examples are easy to make FLAWS. Almost unavoidable.
So a GOOD WORKFLOW, is essential TO AVOID THE SAME FINGER-TRAP.
First use the FILE NAMING METHODOLOGY. Rolling back on export error.
Then, THINK DEEPLY ABOUT WHAT IS HAPPENING. To FIND and FIX the FLAW.
Last, use each FLAW to learn PRECISE BLENDER compositions (for export).