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 Post subject: Re: 3D model format used by BabylonJS?
PostPosted: Thu Aug 04, 2016 12:00 pm 
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GordenF wrote:
Oh. Guess hex2obj was psyching me out.
There's only one thing remaining then, and that's getting all this data into a format that's easy to work with.
My primitive obj exporter has some weird issues though.
Here's my code so far: https://gist.github.com/SamusAranX/6342 ... 9b1422f1f1


You can fix your exporter easily.

Just add 1 to all face indexes when you create the 'f' lines.


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 Post subject: Re: 3D model format used by BabylonJS?
PostPosted: Fri Sep 29, 2017 6:38 pm 
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Sorry for the big bump, but neither the program nor Noesis script work on the Xbox Avatar Marketplace models.

Image

http://puu.sh/xLVcy.babylonbinarymeshdata


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 Post subject: Re: 3D model format used by BabylonJS?
PostPosted: Sat Sep 30, 2017 1:55 am 
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because the structure is slightly different in your sample, you can still convert it with Hex2obj though. :)


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Hex2obj
QuickBMS
TextureFinder
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 Post subject: Re: 3D model format used by BabylonJS?
PostPosted: Sun Oct 01, 2017 2:23 am 
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AceWell wrote:
because the structure is slightly different in your sample, you can still convert it with Hex2obj though. :)

would it be too much to ask for an updated noesis script as well?


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 Post subject: Re: 3D model format used by BabylonJS?
PostPosted: Wed Oct 04, 2017 2:27 am 
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in this case yes, the info i need looks missing from your sample, too chaotic for my experience level, sorry.

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