Exporting meshes to obj file ( with user changes )

Hi…

what i am trying to do is, the user can upload multiple obj files and make on them some operations and then store back as one obj file
see , what i have achieve ,

can upload -> Done
can save -> Done
Operations -> Done

but what ever changes ( scaling, positioning ) user is doing, is not saving in new obj file.
only deleting the mesh is working…?
Kindly suggest what am I missing in…

Here is the code ->

Hey @Workoidz! Welcome to the Babylon family!

Can you supply a playground example of what you’re trying to achieve?

How are you combining the .obj files? What is the root structure of each .obj. We’d love to help but would need more info.

Thanks a million!

Hi…

THanks, I really loved Babylonjs, and the complete project…!

Anyways, here is the git-repo of complete code, which I created :
git@github.com:Workoidz/ideeza_Babylonjs.git

And to answer your questions—>

Can you supply a playground example of what you’re trying to achieve?

Have a look at git-repo, you can run it locally, on localhost, with running local server.

How are you combining the .obj files?

I am using the api, whatever I achieved, I used the api given on https://doc.babylonjs.com/api/

For combining .obj, the following code worked :

function uploadObjButton(){

// Append glTF model to scene.
BABYLON.SceneLoader.Append(“objfiles/”,idFileObj.files[0].name, scene, function (scene) {
// Create a default arc rotate camera and light.
scene.createDefaultCameraOrLight(true, true, true);

// The default camera looks at the back of the asset.
// Rotate the camera by 180 degrees to the front of the asset.
scene.activeCamera.alpha += Math.PI;
});

What is the root structure of each .obj

You can use any obj file to upload, further, suggest me what you mean by root structure.

If more details required, let me know…

Thanks…!