text: [{"Owner":"Zimbofly","Date":"2014-07-26T16:51:27Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi all - I_t_ve done as much searching as possible and tried so many different things - STILL_co_ I_t_m _lt_em_gt__lt_strong_gt_struggling to position or resize any files from Blender exporter_lt_/strong_gt__lt_/em_gt_._lt_/p_gt__lt_p_gt_THis is driving me nuts!!!! _lt_/p_gt__lt_p_gt_The model will display_co_ but refuses to change position and size._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_here are a few codes I_t_ve tried....._lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var LoadChairs _eq_ function () {BABYLON.SceneLoader.ImportMesh(_qt__qt__co_ _qt_GalleryAssets/_qt__co_ _qt_office_chair2.babylon_qt__co_ scene_co_ function (newMeshes_co_ particleSystems) {            var benchCenter1 _eq_ newMeshes_sm_            benchCenter1.scaling _eq_ new BABYLON.Vector3(0.4_co_ 0.3_co_ 0.4)_sm_            benchCenter1.rotation.y _eq_ Math.PI / 1_sm_            benchCenter1.position _eq_ new BABYLON.Vector3(8_co_ 0.1_co_ 0)_sm_            shadowGenerator.getShadowMap().renderList.push(benchCenter1)_sm_        })_sm_}_lt_/pre_gt__lt_p_gt_This brings the chair in - BUT no scaling/position response_lt_/p_gt__lt_p_gt__lt_a class_eq__qt_ipsAttachLink ipsAttachLink_image_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_07_2014/post-9224-0-65518700-1406391660.png_qt_ rel_eq__qt_external nofollow_qt__gt__lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_07_2014/post-9224-0-65518700-1406391660.png_qt_ data-fileid_eq__qt_2305_qt_ class_eq__qt_ipsImage ipsImage_thumbnailed_qt_ alt_eq__qt_post-9224-0-65518700-1406391660.png_qt__gt__lt_/a_gt__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var LoadChairs _eq_ function () {BABYLON.SceneLoader.ImportMesh(_qt__qt__co_ _qt_GalleryAssets/_qt__co_ _qt_office_chair2.babylon_qt__co_ scene_co_ function (newMeshes_co_ particleSystems) {            var benchCenter1 _eq_ newMeshes[0]_sm_            benchCenter1.scaling _eq_ new BABYLON.Vector3(0.4_co_ 0.3_co_ 0.4)_sm_            benchCenter1.rotation.y _eq_ Math.PI / 1_sm_            benchCenter1.position _eq_ new BABYLON.Vector3(8_co_ 0.1_co_ 0)_sm_            shadowGenerator.getShadowMap().renderList.push(benchCenter1)_sm_        })_sm_}_lt_/pre_gt__lt_p_gt_This brings the chair in and the first mesh - here the first mesh responds to position and resizing - you can see it to the right in the image below._lt_/p_gt__lt_p_gt__lt_a class_eq__qt_ipsAttachLink ipsAttachLink_image_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_07_2014/post-9224-0-96981400-1406391927.png_qt_ rel_eq__qt_external nofollow_qt__gt__lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_07_2014/post-9224-0-96981400-1406391927.png_qt_ data-fileid_eq__qt_2306_qt_ class_eq__qt_ipsImage ipsImage_thumbnailed_qt_ alt_eq__qt_post-9224-0-96981400-1406391927.png_qt__gt__lt_/a_gt__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_BABYLON.SceneLoader.ImportMesh(_qt__qt__co_ _qt_GalleryAssets/_qt__co_ _qt_office_chair2.babylon_qt__co_ scene_co_ function (newMeshes_co_ particleSystems) {            newMeshes[0].position _eq_ new Babylon.vector3(10_co_ 1_co_ 10)_sm_            newMeshes[0].scaling _eq_ new Babylon.vector3(0.5_co_ 0.5_co_ 0.5)_sm_        })_sm__lt_/pre_gt__lt_p_gt_chair comes in - no scaling/position response_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_a)  is this something I_t_m doing wrong in calling my routine_co_ or I_t_ve left out_lt_/p_gt__lt_p_gt__lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_cool.png_qt_ alt_eq__qt_B)_qt__gt_ lack of understanding of meshes_lt_/p_gt__lt_p_gt_c) problem with the way I_t_m exporting these files from Blender - I have tried quite a few and all giving the same issue. - I_t_ve attached a zip of office_chair2.babylon file_lt_/p_gt__lt_p_gt_Is there something I should be doing in blender b4 exporting????_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_another related problem is that if  try load more than one mesh_co_ then the second one gives console error - Cannot set property _t_y_t_ of undefined....._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Can anyone help please _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_sad.png_qt_ alt_eq__qt__dd_(_qt_ srcset_eq__qt_&lt_sm_fileStore.core_Emoticons&gt_sm_/emoticons/sad@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt__lt_p_gt_this has and has been going on for days -_lt_/p_gt__lt_p_gt_I realize it_t_s most likely my lack of understanding of meshes etc -but it_t_s driving me nuts!!!!!_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//www.html5gamedevs.com/applications/core/interface/file/attachment.php?id_eq_2307_qt__gt_office_chair2.zip_lt_/a_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":"Dad72","Date":"2014-07-26T17:15:42Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_div_gt_Your object must be a single mesh and not several._lt_/div_gt__lt_br_gt__lt_div_gt_ _lt_/div_gt__lt_br_gt__lt_div_gt_Welding objects to make than a single mesh or manipulate each object newMeshes [0]_co_ newMeshes [1]..._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":"JCPalmer","Date":"2014-07-26T17:25:00Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Forgive me_co_ I did not watch the first instalment (hopefully this is not a trilogy _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_ ).  These properties you are changing are copied and cached.  Presumably the cached versions exist for a reason.  After changing the objects_co_ you could call a method which re-copies to the cached versions_dd__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_span style_eq__qt_font-size_dd_18px_sm__qt__gt__lt_strong_gt_newMeshes[0].computeWorldMatrix(true)_sm__lt_/strong_gt__lt_/span_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_There is a _isSynchronized()_co_ which detects if something has been changed_co_ but maybe it has already been called &amp_sm_ found no changes_co_ then you changed it.  Actively_co_ forcing a copy to cache_co_ would at least rule that out._lt_br_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":"Zimbofly","Date":"2014-07-27T00:00:41Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi dad72 - welding objects to a single mesh sounds exactly what i need - must it be done in blender b4 export or Babylon?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Good comment JCPalmer - hope it_t_s not a trilogy either  _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_   -   I will play with the cache idea - thanks_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_any other ideas out there?_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":"JCPalmer","Date":"2014-07-27T14:58:57Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Well_co_ what you could do in Blender is_co_ parent all of the meshes to a single parent.  If you then explicitly import that mesh_co_  FileLoader will also import child meshes.  Once in the callback_co_ find the mesh object_co_ &amp_sm_ do your thing_dd__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_BABYLON.SceneLoader.ImportMesh(_qt_bigDaddy_qt__co_ _qt_GalleryAssets/_qt__co_ _qt_office_chair2.babylon_qt__co_ scene_co_ function (newMeshes_co_ particleSystems) {            var bigDaddy _eq_ scene.getMeshByID(_qt_bigDaddy_qt_)_sm_            bigDaddy.position _eq_ new Babylon.vector3(10_co_ 1_co_ 10)_sm_            bigDaddy.scaling _eq_ new Babylon.vector3(0.5_co_ 0.5_co_ 0.5)_sm_        })_sm__lt_/pre_gt__lt_p_gt_That is not to say that there may be performance improvements to making a single mesh.  I would do it on the Babylon side_co_ to keep your editing options cleaner in Blender.  This doc talks about it in Step 5_dd_ _lt_a href_eq__qt_http_dd_//blogs.msdn.com/b/davrous/archive/2014/02/19/coding4fun-tutorial-creating-a-3d-webgl-procedural-qrcode-maze-with-babylon-js.aspx_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//blogs.msdn.com/b/davrous/archive/2014/02/19/coding4fun-tutorial-creating-a-3d-webgl-procedural-qrcode-maze-with-babylon-js.aspx_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Finally_co_ you might want to do both.  It might be easier in Blender to work with the meshes if they were parented.  For Blender info on parenting see_dd_ _lt_a href_eq__qt_http_dd_//wiki.blender.org/index.php/Doc_dd_2.6/Manual/Modeling/Objects/Groups_and_Parenting_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//wiki.blender.org/index.php/Doc_dd_2.6/Manual/Modeling/Objects/Groups_and_Parenting_lt_/a_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":"Zimbofly","Date":"2014-07-29T14:39:58Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_THANKYOU JC - finaly got it all working - I owe you a beer!  _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__lt_p_gt_ _lt_/p_gt__lt_p_gt_since making the all the meshes to a single parent_co_ and using this code from temechon - _lt_a href_eq__qt_http_dd_//www.html5gamedevs.com/topic/1896-problem-with-babylonsceneloaderimportmesh/_qt__gt_http_dd_//www.html5gamedevs.com/topic/1896-problem-with-babylonsceneloaderimportmesh/_lt_/a_gt_ (I think very similar to yours)_lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_BABYLON.SceneLoader.ImportMesh(_qt__qt__co_ _qt_GalleryAssets/room/_qt__co_ _qt_furniture.babylon_qt__co_ scene_co_ function (newMeshes) {            setup(newMeshes[0])_sm_                        function setup(mesh) {                mesh.position.x _eq_ 0_sm_                mesh.position.z _eq_ 24_sm_                mesh.scaling _eq_ new BABYLON.Vector3(50_co_ 40_co_ 40)_sm_                   mesh.material.emissiveColor _eq_ new BABYLON.Color3(0.4_co_ 0_co_ 0)_sm_                mesh.material.diffuse _eq_ new BABYLON.Color3(0.1_co_ 0.1_co_ 0.1)_sm_                shadowGenerator.getShadowMap().renderList.push(mesh)_sm_                //mesh.receiveShadows _eq_ true_sm_            }_lt_/pre_gt__lt_p_gt_working good - (except I_t_m getting some strange results when parenting all in blender - so I need to learn a bit more about blender _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__lt_p_gt_ _lt_/p_gt__lt_p_gt_thanks!!!_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":"gadget","Date":"2014-10-28T06:42:21Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt__lt_/pre_gt__lt_p_gt_\nhi_co_ Zimbofly_lt_/p_gt__lt_p_gt_\nthere is a } missing in your codes_co_ I do not know where to put it in. please put in all the codes that works. thanks_lt_/p_gt__lt_p_gt_\n_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_"}]