text: [{"Owner":"kevzettler","Date":"2015-06-22T03:32:32Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I have an animated character scene that has an animated_co_ rigged_co_ skinned mesh for the character and some other rigged meshes for equipment. Babylon doesn_t_t like how the equipment is animated when I export from 3dsmax to Babylon it doesn_t_t animate the equipment meshes. I_t_m not sure whats special about the equipment meshes I think they are transforms?_lt_br_gt__lt_br_gt_Here is a video of the animation rendered from 3dsmax_dd__lt_br_gt__lt_/p_gt__lt_div class_eq__qt_ipsEmbeddedVideo_qt_ contenteditable_eq__qt_false_qt__gt__lt_div_gt__lt_iframe width_eq__qt_459_qt_ height_eq__qt_344_qt_ src_eq__qt_https_dd_//www.youtube.com/embed/d56CC23aiJg?feature_eq_oembed_qt_ frameborder_eq__qt_0_qt_ allowfullscreen_eq__qt_true_qt__gt__lt_/iframe_gt__lt_/div_gt__lt_/div_gt__lt_br_gt__lt_br_gt_Here is a video of the animation exported to Babylon_dd__lt_p_gt_\n_lt_/p_gt__lt_div class_eq__qt_ipsEmbeddedVideo_qt_ contenteditable_eq__qt_false_qt__gt__lt_div_gt__lt_iframe width_eq__qt_459_qt_ height_eq__qt_344_qt_ src_eq__qt_https_dd_//www.youtube.com/embed/79-SVXG_ybY?feature_eq_oembed_qt_ frameborder_eq__qt_0_qt_ allowfullscreen_eq__qt_true_qt__gt__lt_/iframe_gt__lt_/div_gt__lt_/div_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I_t_m not sure whats going on here I got the model from a 3rd party and animation is not my skill set. Heres a closer look at one of the helmet meshes that should be animated._lt_br_gt__lt_a class_eq__qt_ipsAttachLink ipsAttachLink_image_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_06_2015/post-14752-0-31406400-1434928138.png_qt_ rel_eq__qt_external nofollow_qt__gt__lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_06_2015/post-14752-0-31406400-1434928138_thumb.png_qt_ data-fileid_eq__qt_4513_qt_ class_eq__qt_ipsImage ipsImage_thumbnailed_qt_ alt_eq__qt_post-14752-0-31406400-1434928138_thumb.p_qt__gt__lt_/a_gt__lt_br_gt_The modifiers are Xform_co_ Material_co_ Symmetry_co_ Editable Poly. _lt_br_gt__lt_br_gt_Hopefully someone can explain why this is broken and if I can fix it. Or what the proper way is to handle these animations._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-06-22T17:14:36Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Could you try to reduce it to a simpler repro?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"kevzettler","Date":"2015-06-23T04:50:41Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_As I mentioned in my post_co_ I got this model from a 3rd party and I don_t_t have the animation skills to make something from scratch. I guess I could remove stuff from this scene until its at the bare minimum to reproduce. Would that help?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2015-06-23T07:07:32Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_div_gt_You can also send your current model with the .max and .babylon and scene demo.html which reproduce the bug._lt_/div_gt__lt_br_gt__lt_div_gt_then send it by PM if you do not want to share your model (if you have buy)_lt_/div_gt__lt_br_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-06-23T16:31:33Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_other guess_dd_ The armor is a different mesh and you have to launch skeleton animation on it too_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"kevzettler","Date":"2015-06-24T04:32:17Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_@deltakosh I thought about that too. The video I have of the rigged babylon export is coming from when I use the Babylon 3dsmax exporter and hit `export &amp_sm_ run`. It auto magically opened a localhost browser window and triggered the character animation. So I_t_m not sure what kind of setup it did for the animation. When I imported the `.babylon` file into my project I had to manually trigger the animation like_dd__lt_/p_gt__lt_div_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var warrior _eq_ scene.meshes[0]_sm_      warrior.skeleton _eq_ scene.skeletons[0]_sm_      scene.beginAnimation(warrior.skeleton_co_0_co_325_co_true_co_1.0)_sm__lt_/pre_gt__lt_p_gt_So its possible some of the other scene.meshes might have to be animated similarly?_lt_br_gt__lt_br_gt_@dad72 You want me to PM you the files? I can share my code project that has this effect with you guys as well_lt_/p_gt__lt_/div_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2015-06-24T06:16:14Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_You can PM me a zip file with your babylon files and your textures_co_ I will try to check if another animation should be run._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2015-06-24T10:27:48Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_@kevzettler No_co_ I thought you could send it to Deltakosh by MP if you did not want to share your mesh to the public._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Supermitch","Date":"2015-06-24T19:36:30Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I can actually see the issue in a test file. I see that with Deltakosh. Stay tuned !_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2015-06-24T20:00:29Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Ok Kev_co_ just for your information_dd_ you have Supermitch on your issue_co_ you can consider it solved _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_biggrin.png_qt_ alt_eq__qt__dd_D_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/biggrin@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-06-24T20:20:00Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The issue seems to be related to objects inheriting from bones which is not supported so far. Can you try to add mesh to your bones? So in this way the mesh will be exported and inherited objects will receive the right position/animations_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-06-24T21:32:28Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_SuperMitch told me that you may just have to export your bones with renderable _eq_ true_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"kevzettler","Date":"2015-06-25T04:27:51Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_@deltakosh can you clarify?_lt_br_gt__lt_br_gt_What do you mean _lt_br_gt_ _lt_/p_gt__lt_blockquote data-ipsquote_eq__qt__qt_ class_eq__qt_ipsQuote_qt__gt__lt_div_gt_Can you try to add mesh to your bones?_lt_p_gt_ _lt_/p_gt__lt_/div_gt__lt_/blockquote_gt__lt_p_gt_Where do I do that in 3dsmax? in the .babylon file? Again I don_t_t really know what I_t_m doing in 3dsmax so the more direction the better._lt_br_gt_ _lt_/p_gt__lt_blockquote data-ipsquote_eq__qt__qt_ class_eq__qt_ipsQuote_qt__gt__lt_div_gt_you may just have to export your bones with renderable _eq_ true_lt_p_gt_ _lt_/p_gt__lt_/div_gt__lt_/blockquote_gt__lt_p_gt_Same questions. Do I set that in the 3dsmax file?_lt_br_gt__lt_br_gt_Thanks everyone for the quick replies._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Supermitch","Date":"2015-06-25T05:31:40Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_No_co_ there is another issue related to that one. We_t_re on it !_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-06-25T17:13:40Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_So far having a mesh inheriting from a bone is not supported and this seems to be your problem_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"kevzettler","Date":"2015-06-27T07:29:13Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_So is it on the roadmap or should I move on?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-06-29T14:24:34Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_You may have two options here_dd__lt_/p_gt__lt_p_gt_- Manually attach your mesh to the bone you want (see_dd__lt_a href_eq__qt_http_dd_//www.html5gamedevs.com/topic/13491-attach-mesh-to-bone/page-3)_qt__gt_http_dd_//www.html5gamedevs.com/topic/13491-attach-mesh-to-bone/page-3)_lt_/a_gt__lt_/p_gt__lt_p_gt_- Help me by adding this feature to the exporter _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]