![]() The main difference in a web project from Unreal/Unity and Babylon is that all of those connections that you get in the Unity/Unreal environment do come with code under the hood. We don’t have an official editor but Julien’s editor can be used in the same way. This is no different than in Unity and Unreal except for the editor. They all need to be loaded in the scene and applied to the mesh/scene to create your experience. The same with particles, post process, animations, etc. The only difference is that you need to load the node material json or snippet and apply it to the mesh. ![]() Creating a node material should not take more time than creating a custom material in either Unreal or Unity. I don’t quite understand why you are saying that creating a node material for your asset takes too much time since you have to do the same thing in Unity or Unreal. You can use editor to give you an editing environment if that is what you prefer but since that is a community project, he would be the best person to answer questions about the editor and its features. If you need post process for things like glow, you do need to write some code to enable it, but the amount of code to do this is negligible.The Particle Editor will create a json file for you for your particle system and then you only need to load the particle system and run it. You can manually write the code as well, but you don’t need to anymore. ![]() If you need particles, you can use the Particle Editor in the Inspector to create your particles through an interface like you would in Unity or Unreal.If you need a custom shader like the demo above, you will need to create it but you can use Node Materials and the Node Material Editor or you can write your own glsl shader.If you only need PBR materials, you can load your asset and are basically done since the glTF format uses PBR-MR for its lighting model and we load glTF models applying the PBRMaterial as standard.Export your asset to glTF for most flexibility in use since many rendering engines can use glTF and many DCC packages can open glTF, though I would caution against using glTF as a transfer format as it does some things for optimization since it is a transmission format that you would not like if you use it as a transfer format (to share between artists for example).Create your texture set in your preferred package like Substance, Mari, Quixel, Armor Coat, GIMP, Photoshop, etc.Though you can certainly just create the animations for your morphs in code if you want. And if you want animations for your morph targets, you should also author those here if you don’t want to write code to create the animations. If you need morph targets, you need to create those in your DCC package as this is the easiest place to create them.Model your base asset in a DCC package like Blender, Maya, Modo, Max, Houdini, etc.similar to the PG you linked above… looks like this: The general pipeline for an experience like you are talking about… a weapon with a custom shader, glow, particles, morphs, etc. Thank I can explain a general art pipeline for Babylon, but everyone’s particular pipeline will vary based on their preferred tools. The best outcome if i import model from file and it has everything what it should have. ![]() what format i should use, what and where it should be done if i want to avoid writing of code for each model manually. Is it a bug? Does Editor support animationGroups? It shows " No animation group linked to the object." in animation groups blockĬould you please provide correct flow to obtain complex mesh with animations/particle systems/glowing/complex materials etc. So i need to create them in code manually? Can i use Babylon Editor for that? should i export to babylon format after that?(from what i see it doesn’t support export to glb/gltf) or maybe i need to export to babylon format from the start(from blender export)?Īlso i’m seeing that my gltf model doesn’t have animationGroups in Babylon Editor but have them in sandbox(and they are playable in sandbox). I’m trying to figure out correct flow of developing complex mesh for babylon engine.įor example i’ve created some model in blender and exported it to glb/gltfįrom what i know no way to export particle systems/glows from blender to babylon. I know that for unreal engine i should create base mesh in blender, import it to unreal engine and everything else i should do inside of engine(particles etc)
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