Closed coldestheart closed 4 years ago
Hi @coldestheart! Thanks for using the Editor :) You are experiencing the same issue as this one: https://forum.babylonjs.com/t/saving-and-exporting-into-a-web-project-from-the-babylon-editor/3574/11
Can you open the tool "Materials Editor" and remove the material that have been created? This fixes the issue.
The Material Editor tool will disappear as it is a fail and will be replaced by a node based material editor. So you should not re-open it :)
I'm releasing a fix ASAP which will be 3.1.2
It works, thanks, I really appreciate it, look forward to 3.1.2!
Should be released really ASAP. I keep this issue open and will tell you once released :) You can download the preview version here which removed the material editor tool: http://editor.babylonjs.com/electron/preview/BabylonJS Editor Setup 3.1.1.exe
Don't forget to remove the material and re-save your project before opening with the new preview version and it will work :)
Sorry, copied the wrong value: http://editor.babylonjs.com/electron/preview/BabylonJS%20Editor%20Setup%203.1.1.exe
Thanks downloading
in the future please add reset Babylon Editor button ( for interface and all saved data ), sometimes inteface going crazy, and reinstalling didnt help. thank you in advance (sry for offtopic)
Adding as a new issue :)
@coldestheart you can find the latest build here: http://editor.babylonjs.com/electron/preview/BabylonJS%20Editor%20Setup%203.1.2-alpha.0.exe
This includes your latest feedbacks :)
this.mesh.rotation.[ ] works only after you manually rotate object in inspector.
Enable physics break rotation animation, and position in inspector stop working
scene -> clear color dont accepting in play or play and debug
For the clear color will check that and fix. I plan to release the 3.1.2 this weekend or tomorrow.
For the physics part I don’t reproduce here so I’m digging to understand the problem.
For the rotation part, do you prefer working with vectors or quaternions? I can add a way to configure the scene to export only quaternions or only vectors. The same option you can find in the BabylonJS exporter of 3ds Max. Do you agree?
I prefer vectors, and yes i think this option coud be very usefull, but does it means that mesh.rotation will be changed?
Added to my todolist then :) Nope, that means the rotation quaternions (if exist) will be translated to vectors 3D at the export or vectors to quaternions according to the selected setting
Do you agree with that?
@coldestheart added the option to export only euler angles or quaternions
Will share you the latest alpha version this evening before I officially release
@coldestheart the alpha.1 is available here: http://editor.babylonjs.com/electron/preview/BabylonJS%20Editor%20Setup%203.1.2-alpha.1.exe
A menu has been added in the toolbar: Project -> Project Settings... You can now export euler angles instead of quaternions or export only quaternions instead of euler angles
Thanks, downloading. I'll try to give you more info about bugs tommorow, now i try your new version of bjs editor
About physics. take a look at this little part of scene upd:(reupload it 23:39 msk time), u need reselect Enable physics, and add any impositor to aster_f group( i used sphere); ----after publishing impositor resets(
P.S. I do not exclude that this may be my mistake. I accepting impositor to a group of objects. if u can please add impositor selection for a multiple selected objects, cause i can pick all of asteroids parts but impositor accepting only to last selected.
and may be u can add option to add animation value from the variable that contained inside the script attached to object? it could be amazing
in graph editor cant add to board Events on pointer down, and other pointers but timeout works(
@coldestheart, for the physics part, I got a warning while modifying impostors: BJS - [22:17:20]: You must affect impostors to children before affecting impostor to parent.
This looks like the editor must be able to check that because this is needed by the physics engine in BabylonJS.
What do you prefer?
Adding multi-selection to my todolist. Before it is available, I suggest that you create a custom script that gets all the wanted meshes in order to apply an impostor using the code.
What do you mean by "and may be u can add option to add animation value from the variable that contained inside the script attached to object? it could be amazing"? Are you talking about the graph editor? If yes, sure I can add and very good idea!
For the graph editor part, I suggest that you open another issue and write the list of all the nodes you would like to use. This feature is still a POC and I would be very happy to populate the list of available nodes :)
I prefer --> Add a message to tell "you must set physics impostors to all parents before you can apply a "?; (But maybe you can create a button for impositor or physics like : "Apply to all child" when it affecting to a group)
About animation value, not in graph editor but in Animation editor, if you think that it is more necessary in the graph editor, I will agree with you.
ps: I'll try to help you with list "graph editor" on this weekend
and may be u can add option to add animation value from the variable that contained inside the script attached to object? it could be amazing
For this one, can you just elaborate a little bit more? I'm focusing on that feature requests now :)
okey, for example in the script calculating offset for the camera apha and containing in alpha_offset variable, can u add option to create animation from current to alpha_offset
when i export scene i start getting strange error, after i try import scene.babylon into bjs editor play and play and debug stop working(and error shows), what im doing wrong? and what happens with the starsfield glowing on move (why its blinking unnatural); help plz it looks like a bug this exported scene (im using alpha2, but same errors in previous), and after importing check on glow layer is missing
@coldestheart thanks for reporting! Just found and fixed! You can find the fix here: http://editor.babylonjs.com/electron/preview/BabylonJS%20Editor%20Setup%203.1.2-alpha.3.exe
For the animations feature, can you create another issue with some explications of what is exactly intended? Will be a pleasure to add the feature :)
I'm glad that i can help you) Still thinking about graph editor features(
Excellent thanks! I'm trying to reproduce the problem with glow layer in babylonjs playground because it looks more like a parsing issue than an editor problem. Will come back with a fix ASAP :) Thanks for the graph editor features, can't wait to integrate the new features!
@coldestheart found and reported here: https://github.com/BabylonJS/Babylon.js/issues/6529 Anyway it looks like there is just an error in the console but the scene looks like it is working
thank for feedback man! I really appreciate it.
It has been fixed by the bjs team! Will release once the fix has been released by the team :)
Released :)
Yesterday was started using babylon editor 3.1.1 Desktop (Win10), when press Play scene didnt start, i thought ok, maybe my fault. I reopen editor with intro scene, press play and error was same. Then i clicked Play and Debug ----
node_modules/babylonjs/babylon.max.js:106113 BJS - [21:31:01]: BABYLON.CustomEditorMaterial not found, you may have missed an import. ./Misc/logger.ts.Logger._WarnEnabled @ node_modules/babylonjs/babylon.max.js:106113 node_modules/babylonjs/babylon.max.js:106123 BJS - [21:31:01]: Unable to load from file:scene389e904d-c588-4cbd-bd08-614564dc3d48.babylon: loadAssets of unknown Lights: Name: Spot Light, type: Spot Materials: Name: Amiga Name: default material Name: Wood Name: Sphere PBR Name: Ground Name: Documentation Name: Skybox Name: Custom material ./Misc/logger.ts.Logger._ErrorEnabled @ node_modules/babylonjs/babylon.max.js:106123 preview.html:8 Uncaught SyntaxError: Unexpected identifier at Function.Extension.AddScript (build/src/extensions/extension.js:22) at MaterialEditorExtension.createMaterial (build/src/extensions/material-editor/material-editor.js:65) at eval (build/src/extensions/material-editor/material-editor.js:104) at Array.forEach (<anonymous>) at MaterialEditorExtension.onApply (build/src/extensions/material-editor/material-editor.js:104) at Function.Extensions.ApplyExtensions (build/src/extensions/extensions.js:43) at preview.html:109 at FileReader.reader.onload (node_modules/babylonjs/babylon.max.js:110469) build/src/extensions/material-editor/material-editor.js:66 Uncaught TypeError: EDITOR.MaterialCreator.Constructors[id] is not a function at MaterialEditorExtension.createMaterial (build/src/extensions/material-editor/material-editor.js:66) at eval (build/src/extensions/material-editor/material-editor.js:104) at Array.forEach (<anonymous>) at MaterialEditorExtension.onApply (build/src/extensions/material-editor/material-editor.js:104) at Function.Extensions.ApplyExtensions (build/src/extensions/extensions.js:43) at preview.html:109 at FileReader.reader.onload (node_modules/babylonjs/babylon.max.js:110469)
Any way to fix this? Help please Like yours Editor but it too buggy(