Skull.babylon file open in the sandbox :
Same skull model after it’s been exported to glb and reopened in the sandbox:
It seems like the axis are a bit changed. Is this expected behavior ?
I tried to fix the axis orientation in blender to match the original’s orientation and all that
All this hussle because I want to use Blender as my level design tool and then do everything via code after importing the glb scenes exported by it. The thing is after the glb scene is exported, the lookAt function on the skull meshes doesn’t work well and it seems their orientation is all messed up as I tried to fixed it by using the yaw,roll etc values but nothing came out of it.
Any general tips for blender level design process ? I’m losing my mind a bit cause even when I managed to fix the axis thing the meshes still can’t lookAt correctly at my camera/player. I want to standardize the way all meshes are orientated in the scene so I won’t face any more problems
[UPDATE] Are all the problems regarding orientation/lookAt because of the skull object changed to use a transformNode as its root ?
I actually had to change scene.getMeshByName("skull) to scene.getTransformNodeByName("skull) to make everything import correctly after the porting to blender.