Hello everyone! I was around here last year and now I am back - I have been promoting the benefits of babylon js to my work colleagues and now they starting to listen to me, so hopefully I can be making some very cool bits and pieces (and maybe get back to a lab that I was working on in babylon ).
I have been trying to solve a problem for the last three days. I have learnt some things and got confused on some others.
The above playground shows a gltf of which I have brought in from the 3DSMAX Exporter. It is a conveyor belt with two cells (for now) moving along it. I have used the group animations to control the cell animations.
During the exporting I had done plenty of barbaric (on my part) testing of the animations. From what I have seen I cannot export out a position animation and a morph animation together - so I settled for a position animation with a view to alter the morph animation in registerBeforeRender.
So the problem comes down to something I hope is stupidly simple that it makes you guys chuckle a little and shake your heads.
Is it possible to get the current frame of the animation on the cells? They are called Object 419 and Object 420.
My view is - if I get the current frame of these animations I can incrementally update the morphs also.
I would also instead to clone these afterwards but I’ll cross that bridge when I come to it.
Hopefully this makes sense and if it doesn’t - or it looks like I am doing a stupid and you guys can suggest a better way could you set me off in the right direction?
You should be able to do that, and have them all in a single animation group when exported. What happened when you tried that? I’m interested in fixing any bugs that may be present in the exporters.
I agree, again, it may make more sense to sequence your animation and morph targets in 3dsMax, rather than in Babylon.JS, but for a given animation group, the current frame isn’t really exposed directly on the animationGroup object, but one can get it via:
So in this first image I took the back cell that was moving along the conveyor belt. At the start of the animation - it’s morpher is at 0 and at the end of the animation the animation is at 100.
Maybe I am doing something daft. But I have noticed in the past when I do not animate the position - the morph works in animation. weird.
I have noticed though sometimes I have three errors on the exporters from MAX. One means the morphs don’t seem to export. Referring to an invalid ID. Next time it happens I will stick it up for sure.
And here’s the error I was talking about - happens when I click on Group Animations and after it happens once I cannot use any elements in the scene again.
In fairness I can merge the old max scene into a new scene and it’s ok in there - but its an unexpected behaviour. This is for anyone with a similar problem.