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Hi there! I am trying to import a .glb into the engine and it's offsetting my origin as well as being (I think) invisible. I tried opening the example scene and changing the name of the lava dude to my model but nothing happened, so i made a new object in that scene and am seeing the offset and invisible issues happening in both a fresh project and the demo.

I am using firefox, not sure if that matters. Happy to jump into discord if that's possible or can post vids/pics here. Thanks!


(notice name on bottom of image, the right side lava monster is set to the same)

Can you share your project and your glb file? 

Did you try your glb file in the Babylon sandbox? If so, how did it look?

I use sendgb.com to send files if you need something to send with.

it looks totally fine in the babylon sandbox, definitely gave that a shot first. I am happy to share my file and project, do you want to DM me with an email to send it to?

just sent an email you your info@kindeyegames address, looking forward to your help

It looks like the origin/center of your model is far from the center of mass. I imported the glb into blender and set the origin to the center of mass of the object, exported it again and it appears fine in a simple example project.

that's wild, just got a re-exported file from the artist with everything zeroed out but it's still happening in a brand new clean project. Maybe because it's from 3DSmax?

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looking at it in blender, the pivots are in the right spot. It is offset because it's an "upgraded" version of another object that needs to have consistent center points. It's particularly odd that besides the offset, the mesh isn't able to be seen at all

So i just had my artist export from blender and it works! Seems like there's something going on in the export from Max that the plugin doesn't like, something for your backlog I guess :) but thank you for your help!

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You are welcome and good luck with your game, looks interesting! Looking forward to seeing the 3D models in the game. To me it seemed like the origin was the issue, I don't know if blender and max handle that differently. Perhaps it's something else though if you don't do any origin changes in blender before export and that just works.