Glb and babylon files exported from 3ds Max - camera issue

About a month ago I created my first babylon project. I exported a glb model from 3ds Max, imported it to sandbox, added a few changes, exported it to *.babylon file and wrote some code. Now I exported my second model, basically copied my old code and just changed the scene to be loaded. When I open it in a browser (Chrome) I can’t move the camera. Everything else seems to work correctly (materials, particle systems, etc.). I also tried to reuse my code with the old model I created and the problem didn’t occur. I think it is a problem with the exporter, since the old model worked correctly.

Here are my export settings:

Here is the code I used:

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">

    <head>
        <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
        <title>MIA - 3D model</title>

        <style>
            html, body {
                overflow: hidden;
                width: 100%;
                height: 100%;
                margin: 0;
                padding: 0;
            }

            #renderCanvas {
                width: 100%;
                height: 100%;
                touch-action: none;
            }
			
			
        </style>

        <script src="https://cdn.babylonjs.com/babylon.js"></script>

    </head>

   <body>

	<canvas id="renderCanvas"></canvas>

	<script>
				
        const canvas = document.getElementById("renderCanvas"); // Get the canvas element
        const engine = new BABYLON.Engine(canvas, true); // Generate the BABYLON 3D engine

        const createScene = function () {
            // This creates a basic Babylon Scene object (non-mesh)
			var scene = new BABYLON.Scene(engine);
			var camera = new BABYLON.ArcRotateCamera("Camera", 2.36, 1.2, 4.89, new BABYLON.Vector3(0, 1, 0), scene);
			//var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
			camera.attachControl(canvas, true);
			camera.wheelPrecision = 1000;
			camera.upperRadiusLimit = 10;
			camera.lowerRadiusLimit = 0;
			camera.minZ = 0.01;
			camera.panningSensibility = 10000;
			camera.inertia = 0.7;
			//camera.cameraAcceleration = 0.005;
			//camera.maxCameraSpeed = 1;
			camera.pinchDeltaPrecentage = 0.001;
			camera.wheelDeltaPercentage = 0.001;
			camera.useFramingBehavior = true;
			camera.nearPlane = 0.1;
			
			var inputManager = camera.inputs;
			
			// Mousewheel
	if (camera.inputs.attached['mousewheel'])
	{
		camera.inputs.attached.mousewheel.wheelDeltaPercentage = 0; // default: 0
		camera.inputs.attached.mousewheel.wheelPrecision = 30; // default: 3
	}
			
			// Pointers
	if (camera.inputs.attached['pointers'])
	{
		camera.inputs.attached.pointers.angularSensibilityX = 1000; // default: 1 (higher is slower)
		camera.inputs.attached.pointers.angularSensibilityY = 1000; // default: 1 (higher is slower)
		camera.inputs.attached.pointers.pinchDeltaPercentage = 0.001; // default: 0
		camera.inputs.attached.pointers.pinchPrecision = 10000;
	}

    		BABYLON.SceneLoader.Append("", "scene_04.babylon", scene, (loadedScene) => {
			})
            return scene;
			};
		
        const scene = createScene(); //Call the createScene function

        // Register a render loop to repeatedly render the scene
        engine.runRenderLoop(function () {
                scene.render();
        });

        // Watch for browser/canvas resize events
        window.addEventListener("resize", function () {
                engine.resize();
        });
	</script>

   </body>

</html>

Welcome aboard!

Would you be able to provide a repro in the Playground? It will be much easier to help you.

If you need to host files for use in the playground:

Here is the playground:

https://playground.babylonjs.com/#3JFIRQ

There’s a camera in the .babylon file, which is set by default after loading.

You need to attach the controls to it:

great, I didn’t notice it, thank you!