{"id":331,"date":"2018-07-27T18:00:28","date_gmt":"2018-07-27T23:00:28","guid":{"rendered":"http:\/\/www.chroniclesoftright.com\/blog\/?p=331"},"modified":"2018-07-27T15:14:34","modified_gmt":"2018-07-27T20:14:34","slug":"good-grief","status":"publish","type":"post","link":"https:\/\/www.chroniclesoftright.com\/blog\/2018\/07\/27\/good-grief\/","title":{"rendered":"Good grief"},"content":{"rendered":"<p>As soon as I settled on <a href=\"http:\/\/babylonjs.com\" target=\"_blank\" rel=\"noopener\">Babylon.js<\/a> I found a viable process for exporting models with multiple animations from Blender in <a href=\"http:\/\/threejs.org\" target=\"_blank\" rel=\"noopener\">THREE.js<\/a>.\u00a0 The <a href=\"https:\/\/github.com\/KhronosGroup\/glTF-Blender-Exporter\" target=\"_blank\" rel=\"noopener\">glTF exporter for Blender<\/a> now experimentally, but officially, supports multiple animations.\u00a0 I created a testing scene then used a very basic rigged human from <a href=\"http:\/\/opengameart.org\" target=\"_blank\" rel=\"noopener\">opengameart.org<\/a> and made some intentionally terrible animations.\u00a0 The animation names (like &#8220;walk,&#8221; &#8220;run,&#8221; or &#8220;sit&#8221;) export correctly and they seem to play correctly too.\u00a0 So it looks like I&#8217;m back to THREE.js.\u00a0 The only real downside to this is that I&#8217;ll have to tackle collision detection again.\u00a0 I don&#8217;t really want to deal with collision detection, but at least I&#8217;ll have the chance to optimize the system so that it behaves they way I want and doesn&#8217;t waste resources calculating things I don&#8217;t really care about.\u00a0 I made more progress on the game using THREE.js than I ever did with any other library, so I&#8217;m actually excited to be able to start using it again.\u00a0 I&#8217;m basically going to pick the old code base back up and just tweak it to load glTF files for pretty much everything.\u00a0 That will take me a while, but hopefully I&#8217;m back on track.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As soon as I settled on Babylon.js I found a viable process for exporting models with multiple animations from Blender in THREE.js.\u00a0 The glTF exporter for Blender now experimentally, but officially, supports multiple animations.\u00a0 I created a testing scene then used a very basic rigged human from opengameart.org and made some intentionally terrible animations.\u00a0 The&hellip;<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-331","post","type-post","status-publish","format-standard","hentry","category-planning-and-development"],"_links":{"self":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/331","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/comments?post=331"}],"version-history":[{"count":3,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/331\/revisions"}],"predecessor-version":[{"id":334,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/331\/revisions\/334"}],"wp:attachment":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/media?parent=331"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/categories?post=331"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/tags?post=331"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}