If no projection node is provided, the default projection type is Spherical for the reflected color texture. You can choose the projection type between Spherical or Planar. Projection node which is only considered for the reflected color texture of a standard material.For the most part, only a fileTexture is expected as input to a material.Ĭurrently the following intermediate nodes are supported by the exporter: Maya provides a large range of tools to manipulate connexions between textures and materials (like the Reverse node). If you have an empty group node, you should probably switch to a locator instead or it will be ignored. However, only group nodes used as parent for other nodes are exported. Group nodeĪ group node is exported as a dummy, a mesh without vertices, just like a locator. They can also be used as parent node when updating the scene at runtime with the Babylon engine. For example, a target camera naturally comes with a locator to indicate the position to look at. If you want to have a point in space used only for its transform attributes you can use a Locator. The log panel will display the warning “No light defined – A default ambient light was added for your convenience”. If you don’t have any lights in your scene, the exporter will add an ambient light by default. If you have more than one camera, the first one will be set as activeCamera in Babylon.
Otherwise, the log panel will display the warning “No camera defined” and a default one would be created at runtime but won't be exported in. If you want to test your scene right away by using the button Export & Run, your scene should have a camera created. In the MorphTarget options section, the Export normal and Export tangent checkboxes allow you to customize the morph target export. The Use Draco comression option is only available for gltf and glb output format. By default the Texture quality is set to 100. On the contrary at 0 (the minimum value), it gives the lowest image quality but the greatest file size reduction. At 100 (the maximum value), it gives the highest image quality but no file size reduction. The Texture quality sets the convertion quality of bitmap to JPEG. By default the scale factor is equal to 1, meaning no rescale. If you set a scale factor equal to 100, the resulting scene will be 100 times smaller (1%). The Scale factor can be used to rescale the whole world. Option Optimize vertices: The Babylon exporter will try to optimize the number of vertices to export instead of exporting everything naively (if a vertex is part of two faces, this vertex won’t be exported twice with this option checked). The log panel indicates in real time which mesh has been exported, which material, and if there are any problems with these objects. This button is very useful if you just want to test the render of your scene in Babylon.js.Īs babylon.js script is retrieved directly from the official website directly, you should have internet access in order to correctly use Export & Run. The Export & Run button will also create the Babylon file, but will also launch your default browser and run the newly made Babylon file. The Export button should be used to create the Babylon file representing your scene. Several options and two buttons Export and Export & Run.With this panel, you choose where your Babylon file will be exported by clicking on the right button A top panel with a file path and a button.When your scene is ready to be exported, click on the Babylon tab on the top menu, and click on Babylon File Exporter to display the exporter window. Animations: Position, Target / Rotation * Custom attributes.Coordinates mode (spherical, planar, explicit).
PBR materials (Stingray PBS, AiStandardSurface) Standard materials (Lambert, Phong, PhongE and Blinn)
* Geometry (position, normal, tangent, texture coordinates (2 channels))Īnimations: Position, scaling, rotation, bones, morph weights