This is the information displayed in inspector
This is the export option for blender
Or give me some documentation or a link that just makes me understand why
This is the information displayed in inspector
This is the export option for blender
Or give me some documentation or a link that just makes me understand why
That’s because Blender is right-handed system while BJS is left-handed system by default.
If you want to get rid of this transformation, you can set scene.useRightHandedSystem = true
just after the scene is created.
The reason I ask this question is that when I call the MergeMesh function to merge, the merged building mesh disappears, but its surrounding box is visible. So I’m trying to figure out what went wrong, because I used the same mesh in my other simplified example and it showed up fine.
Can we eliminate this problem if we change to a right-handed coordinate system? I’ll change it to a right-handed coordinate system if I have to
I’ve reproduced this problem in the Lite instance, and I’ll upload a palyground later @Evgeni_Popov
@Evgeni_Popov I created a palyground that replicates this problem
Can you save this playground of yours? After I modified the parameters, I didn’t see the effect you said. Are you Chinese?
Blender gltf MergedMesh ThinInstance | Babylon.js Playground (babylonjs.com)
I swapped the thin instance for a normal one, and octree seems to have a problem with using it with thin instance.
This is a step back solution, and if I can’t solve the thin instance problem, I’ll replace it with normal instance.
Blender gltf MergedMesh ThinInstance | Babylon.js Playground (babylonjs.com)
It seems that only the source grid is not displayed (which may be a feature of the thin instance itself), and it was wrong to say that using octree would cause problems.
This is obviously not octree problem, because when I delete it, the problem is still there.