could you check the console please? ( F12 )
I can’t see any obvious errors, and since there’s no console errors,
try to add this to the ImportMesh code
camera.target = newMeshes[0];
console.log(newMeshes[0]);
Yes,
There should be a output in the console.
I have to go now,
Another thing you can try is to scale it up, your camera is very far away, the mesh might be very small.
newMeshes[0].scaling.copyFromFloats(100,100,100);
I changed gltf model, and added simple box to check scaling, so Box was displayed, but new gltf model not.
@Ivan_Stratiichuk Can you share one of your gltf files?
Will be easier for us to see what’s going on
Yes ofcourse, thank you!
Ther are two gltf models that I tried to upload,
https://drive.google.com/open?id=1n8-1s4jJL1Luz8-gai-33LocaCIHwE9l
Let me know if you can get it.
What about interior scene.gltf?
Are textures necessary to upload model?
If there are mistakes why I don`t see them in console?
It should be possible to load it wiithout textures, but i think the .BIN file is needed,
I’d suggest exporting to .GLB instead (everything bundled in a single file)
as for why the errors weren’t showing for you, i don’t know
Ok where .bin file should be noted?
Could you send me some your sample model, I will try to load it to see how it should work!?
the .bin should be located in the same folder as the .gltf
I attached a .zip of my public folder (same as a www folder, just different name)
scene code can be found in babylonScene.js
public.zip (15.6 KB)
Great!
As far as i understand, the .bin file should be created by the exporter, together with the .gltf