# Problem of real mesh position using BJS to Blender Exporter

**URL:** <https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102>\
**Category:** Questions\
**Created:** [June 25, 2019, 2:45pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102 "2019-06-25T14:45:26Z")\
**Posts on this page:** 13\
**Page:** 1

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**Author:** ![Anes](https://avatars.discourse-cdn.com/v4/letter/a/3da27b/32.png) [@Anes](https://forum.babylonjs.com/u/Anes)\
**Post date:** [June 25, 2019, 2:45pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/1 "2019-06-25T14:45:26Z")

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Hello guys,

when I add some meshes in blender and I use BJS exprter to append the meshes into my scene,  
there is a mistake in meshes position (an offset).  
also in scale, when I scale my object in blender, if scale it \<0.0001 it doesn’t appear in BJS but I can see it in blender, I added a text mesh in blender and then it doesn’t loaded  
: WARNING: The following object (type - FONT) is not currently exportable thus ignored

any idea ?

thank you

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [June 25, 2019, 3:32pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/2 "2019-06-25T15:32:58Z")

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Pinging @JCPalmer or @Vinc3r

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**Author:** ![Vinc3r](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vinc3r/32/25340_2.png) [@Vinc3r](https://forum.babylonjs.com/u/Vinc3r)\
**Post date:** [June 25, 2019, 4:01pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/3 "2019-06-25T16:01:45Z")

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Usually for realtime workflow be sure your objects transforms are applied. For example in Blender, scale always should be to 1

![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/a/a519da4c60952da9fa7517b8a24af561fd8d2a80.png)

If not: 3DView \> Object \> Apply \> Scale

What dimensions your object have after reducing it by 10 000 times? If it comes to micrometers scale, that’s maybe you can’t see it once in BJS.

About your error, I think the warning is enough explicit right? 😃 Note that you can convert your object into mesh, but then not be able to edit the text: 3DView \> Object \> Convert to \> Mesh

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**Author:** ![Anes](https://avatars.discourse-cdn.com/v4/letter/a/3da27b/32.png) [@Anes](https://forum.babylonjs.com/u/Anes)\
**Post date:** [June 25, 2019, 4:12pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/4 "2019-06-25T16:12:53Z")

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@Vinc3r about scale I need to change it because I have different meshes with different scales I need to change scales to make them consistence .  
about object yes it has micrometers scale

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**Author:** ![JCPalmer](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jcpalmer/32/42_2.png) [@JCPalmer](https://forum.babylonjs.com/u/JCPalmer)\
**Post date:** [June 25, 2019, 5:22pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/5 "2019-06-25T17:22:20Z")

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The reason for scale being 0 is the exporter only exports up to a certain precision, specified by geo type (Mesh, normals, UV, Vertex Colors & Matrix Weights).

 ![world%202-8](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/6/6c2f4bc01f16283e52cf00b1012795f12e676b90.jpeg)

The location / rotation / scale use the default for anything else, which is 4. Probably not affecting much upping this, but could have side effects like increasing size of file a lot when animating.

I will not be working on this program for a while. In the meantime, you might select all your meshes and apply rotation before you export. If you wish to still maintain this is the .blend, DO Not save file.

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**Author:** ![JCPalmer](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jcpalmer/32/42_2.png) [@JCPalmer](https://forum.babylonjs.com/u/JCPalmer)\
**Post date:** [June 25, 2019, 5:25pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/6 "2019-06-25T17:25:16Z")

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In addition, you will need to bump up your precision for meshes to make that work around work.

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<div class="post-metadata">

**Author:** ![Anes](https://avatars.discourse-cdn.com/v4/letter/a/3da27b/32.png) [@Anes](https://forum.babylonjs.com/u/Anes)\
**Post date:** [June 25, 2019, 5:32pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/7 "2019-06-25T17:32:07Z")

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@JCPalmer I use BJS Exporter 5.6.4 cuz I use blender 2.79, I tried version 6.1.1 but it doesn’t work under blender 2.79, so in my version there is no options u talking about

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<div class="post-metadata">

**Author:** ![Anes](https://avatars.discourse-cdn.com/v4/letter/a/3da27b/32.png) [@Anes](https://forum.babylonjs.com/u/Anes)\
**Post date:** [June 25, 2019, 5:33pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/8 "2019-06-25T17:33:11Z")

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@JCPalmer please how about the position of meshes why it is not in their real place why is there an offset .

thank you

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<div class="post-metadata">

**Author:** ![JCPalmer](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jcpalmer/32/42_2.png) [@JCPalmer](https://forum.babylonjs.com/u/JCPalmer)\
**Post date:** [June 25, 2019, 5:39pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/9 "2019-06-25T17:39:05Z")

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In 2.79, those values are in the `scene` properties tab.

I do not know about movement of location, but could be a difference between Blender & BJS. Is the origin of the meshes in the center of the the “body”?

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**Author:** ![Vinc3r](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vinc3r/32/25340_2.png) [@Vinc3r](https://forum.babylonjs.com/u/Vinc3r)\
**Post date:** [June 26, 2019, 7:26am UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/10 "2019-06-26T07:26:27Z")

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> [@Anes](#):
>
> I have different meshes with different scales I need to change scales to make them consistence

Yep so scale them, then 3DView \> Object \> Apply \> Scale

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<div class="post-metadata">

**Author:** ![Anes](https://avatars.discourse-cdn.com/v4/letter/a/3da27b/32.png) [@Anes](https://forum.babylonjs.com/u/Anes)\
**Post date:** [June 28, 2019, 9:50am UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/11 "2019-06-28T09:50:21Z")

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@JCPalmer yes I have an 3d emergency button in blender with 3 subMeshes I make an origine parent in the center of the object but when I export in to BJS the position is not the same in blender there is an offset I don’t know why !

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<div class="post-metadata">

**Author:** ![Anes](https://avatars.discourse-cdn.com/v4/letter/a/3da27b/32.png) [@Anes](https://forum.babylonjs.com/u/Anes)\
**Post date:** [June 28, 2019, 9:58am UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/12 "2019-06-28T09:58:29Z")

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@JCPalmer

this is in blender :

 ![Capture1](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/8/80e44f772c4b1253557e6fca4e57e91d15f7e926.jpeg)

this is in BJS in local

![Capture](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/0/0fd0f3b259a688ab11c1616fc853fbeac2a45e97.jpeg)

in Blender I should inter the push button inside stair to be visible in BJS !

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<div class="post-metadata">

**Author:** ![JCPalmer](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jcpalmer/32/42_2.png) [@JCPalmer](https://forum.babylonjs.com/u/JCPalmer)\
**Post date:** [June 28, 2019, 3:01pm UTC](https://forum.babylonjs.com/t/problem-of-real-mesh-position-using-bjs-to-blender-exporter/4102/13 "2019-06-28T15:01:38Z")

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When mixing scales, origin of meshes can be very important. It would probably be good that the origin of your button, and probably all meshes be in the center of mass.

In the old Blender you are using:

1. Select mesh & enter edit mode
2. select all vertices
3. Bring up the snap menu, `Shift-s`
4. Pick `Cursor to Selected`
5. Change to Object mode
6. Bring up the set origin menu, `Shift-Ctrl-Alt-c`
7. Pick `Origin to 3D Cursor`

For Blender 2.80

1. Select mesh
2. Right-click & pick `Set Origin->Origin to Center of Mass (Surface)`
