@SerialF you can enable ‘Use Degrees’ in settings (which is why we have the rad/degree indicator text). However the NaN values is a bug - will fix today! Thank you
Edit: @SerialF fix is deployed ![]()
@SerialF you can enable ‘Use Degrees’ in settings (which is why we have the rad/degree indicator text). However the NaN values is a bug - will fix today! Thank you
Edit: @SerialF fix is deployed ![]()
Here is my wish for the v2 wishing fountain ![]()
I wish that the new inspector would be a bit more color coded in a way the old inspector was. It is a bit monotone now and harder for the eyes to locate stuff. Maybe some icons would help as well at least in the main section titles.
Thanks @Panuchka for the feedback! Every data point on what the community wants is helpful! There was a similar request a while back here: Introducing Inspector v2 - #103 by Tumble-wd, and I’ve noted your feedback in the GitHub issue we have for tracking community feedback: Inspector v2 bugs and feedback · Issue #17293 · BabylonJS/Babylon.js · GitHub
Hey everyone - we have reworked the components for numeric input, especially for angles, and the changes are live in Playground and Sandbox and the Inspector v2 package today! Here are the changes:
Give it a try and let us know what you think!
We switched from the slider to this style of numeric input in a bunch of places where we thought it made sense, but we may have missed some as well. If you see any, let us know! ![]()
It would be good to add Upload GLB in the Tools pane.
Today you can upload/import a glb from the Creation Tools pane if you install the “Quick Creation Tools” extension. You can find it here:
This is mostly because we tried to keep most things for adding assets to the scene in one place, and have it be optional since Inspector primarily aims to be a diagnostic tool. That said, we could move or expose that functionality in Tools as all or instead of if it is a common enough operation and there is general community consensus that it should be there. ![]()
The changes look great @ryantrem! The only feedback I have is maybe the position increments should be more granular, like 0.1 or 0.01 instead of a 1.0 step, but regardless of what is chosen it’s a rather subjective preference and won’t suit all scenes and users.
The thing with position increments is that no constant value is “good” for all potential scene scales. A scene could use tiny objects and tiny coordinates, or huge objects and hug coordinates. When working on the new functionality, I started experimenting with making the position step size relative to the distance between the camera and the selected object (probably a reasonable heuristic for position step size?), but I bailed out because the change was getting big and I was undecided if it was overkill. But hearing feedback on it helps!
@labris are you saying this is happening when you try to load a model with that “Import Mesh” button, or when your app tries to load a model directly using one of the scene loader APIs?
Exactly. The version is 8.5.2, fresh Vite setup
Thanks @labris, I can repro and a fix is on the way!
So, no support for 3MF files?
Babylon does not currently support importing/loading 3MF files, but feel free to make a feature request over here: Latest Feature requests topics - Babylon.js
nope nope nope
We do support exporting to 3mf and soon we will be able to load too!
@Guillaume_Pelletier is killing it ![]()
I already have the loader, but I may also change some behaviors in the exporter to make the export and import contract clear and aligned. The PR will come soon, I hope. Thanks for your trust.
Hello @ryantrem , I found a small one (chrome/Firefox//windows):
Open the playground, open inspector, open Nodes container , scroll all down, click on screen and press a key (it will delete all meshes).
error : RangeError: Invalid array length
If Nodes stay closed, or open & no scroll, no error.
Thanks for the heads up, I’ll look into it!
Hi @ryantrem ,
love the new Inspector!
One thing I’m currently missing is the “morph targets” section in the mesh properties like we had in v1.
It would also be amazing if morph target weights could be overdriven into negative and >1 values for debugging. That would be incredibly helpful.
Is bringing this back on the roadmap, or should I open a feature request?
Thanks!
David
Hey @Fenk, thanks for the feedback, much appreciated! We do have morph targets in Inspector v2 already, which you can see here for example: Morph targets demo | Babylon.js Playground
If you don’t see it, maybe try force refreshing your browser.
For the other ask, I think we could add a toggle to the top of the morph targets section for “Unconstrained Weights” (or something like that) that would disable the min/max. I’ve added it to our list of requests, but it seems like a small one so we should be able to get to it soon!