I assume you left the question mark ? off your last post. Not sure if english is your first language.
But, yes you need to provide a lot of context for especially an error related to something being âun-exceptedâ.
Ideally, this would include first the .log file also produced by the exporter, in a post. They display really well in forum if you place lines 3 back-quotes, `, on lines just before and after. If it is really long, what you really need to post & LOOK at yourself is the material being worked on when the problem occurred. To reduce post size, you can just include for the last mesh up to the the error, e.g.:
processing begun of mesh: MyMesh_name
processing begun of material: problem_material
Now that the issue is about the material problem_material, you need to take a screen shot in the Shader Editor of that material. Here is an example of you I added stuff to for how the principled maps on export. Without some actual context, you are completely on your own.
I am waiting now for the answer that I can share the model.
My First Language isnât English, but i can understand a bit
The exported Text-File is very large. So i will append this here to the attachment that you can look at it.
Also i have taken a Picture of the Shader Editor. At me it looks different.
The Text File is here as a .zip because i canât upload a Txt-File. log.zip (7.0 KB)
The orange boxes represent image texture nodes. No they are not needed unless you have a texture for that channel. This was just for a picture to show that you could have one there.
From your first picture, that normal map node is unexpected because there is no image texture hooked onto its color input. By itself, I doubt that it is really doing anything. I just verified by adding a normal map by itself produces the error. Nuke it. This is not a bug.
Yes connecting a normals texture IS what is EXPECTED. Itâs absence is what is causing the error of un-expectedness.
I looked at your log file, you have like 100 meshes, all with the same problem. If you have limited Blender skills, just bring up a shader window, which your screen shot show you figured out. Then for each material, click on the Normal Map box & hit the delete key.
There is probably little chance of you with any textures that will improve the result, let alone 100. This will probably cause most of the materials not to be baked, which should improve both the results and your time to export. I rarely use the word âfixedâ though. More like afforded you the âpriviledgeâ of seeing the next problem. Good luck.
i found a Way to delete all Materials and got it fully exported - Yes . Now the problem is, that every Component has a undefinded Material.
The solution:
Execute this Python Code in Blender Scripting Module: import bpy for material in bpy.data.materials: material.user_clear() bpy.data.materials.remove(material)
Because i have the undefinded Material i get at loading in Babylon js this Error: Unable to import meshes from drone.babylon: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse SyntaxError: JSON.parse: expected â,â or â}â after property value in object at line 125723 column 311 of the JSON data
I have looked also and found a Post where the Solution the importing of babylonjs-loaders was. But this donât works for me.