
They want physics and collisions possible on everything they import, and they often want to change the colors and textures… in-scene (without even SEEING the inside of a modeller program). These people are not modellers, they are scene-layout and game-logic folk. They want to drive “this” and fly “that” and throw “the other”. (Some-) People want plug’n’play models to populate their scenes. Plenty of SketchUp and SketchFab questions, as well. I’m not around a lot at the moment due to family medical problems Then delete all the DDS files from the Blender file and replace them with those png files and try again. You could export them all from the Blender file as.
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So the issue seems to be with those DDS textures.įrom the download site, I see some comments that it was ripped from a game - probably explains all those DDS textures. With the panels open, I then went Select Skeletons->Metarig (A), then in the right panel select Animation Ranges->Click on an animation (B). It loads with lots of checker textures substituted for the missing textures. babylon file in the sandbox - just by itself - no textures. Given the issues with the textures, I just opened the exported the file from Blender with the Babylon Exporter and then opened the. The geometry looks OK but 75 bones is a lot of bones. That is quite a load, but I have no idea which are the six that produce that produce those 6 errors. It turns out that there are 20 DDS textures exported and 2 of them are 10+MB in size and 2 are 5+MB in size. I have no idea what that means - maybe or one of the other Microsoft folks can tell us. I got this error message 6X :īJS - : Invalid magic number in DDS header. babylon and tried to open it in the sandbox. Thank you in : I took a look in Blender 2.76 at the file in the link you posted above.

I just need some working assets to train Babylon coding skills. And I need particular practical examples specially for Babylon. Of course I’ve watched basic tutorial, but it doesn’t cover the whole process. I understand that probably I am asking too much. blender that will work with Babylon (with 100% confidence). Or at very least if someone will share animated and textured weapon models for. Or at least a process of adaptation of 3rd party weapon model for Babylon. I will be very grateful if someone will share a video with creating, texturing and animating of weapon and following exporting and importing of it into Babylon. All of downloaded models didn’t work correctly right from the box. Also there is a lot of options for textures. Meshes might be animated in Object Mode or Posing Mode, might be integrated into. But Blender allows everything of it in different ways. Particularly texturing, firing and reloading animations are expected in those models. Especially interested in weapons for FPS games for now.
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What I really want to know is how to integrate blender models downloaded from free sites into Babylon projects. I even mentioned about it here: How to attach physics to imported mesh?

With such simple examples without animation I hadn’t problems even on my own.

Some glTF-Blender-Exporter examples even failed to export. Unfortunately, provided advices didn’t help much.
