Patrick Ryan
Patrick Ryan
This morph is a simple bend of a plane to simulate a piece of paper curling. The morph was done in both Maya and Max where the plane bends up...
Some of the documentation around attach to bone is thin. When using a more complex asset with multiple skinned meshes can cause confusion about the correct use. Need to expand...
https://forum.babylonjs.com/t/face-vertex-order-in-custom-polyhedron/41033/7 is a good basis for framing the problem.
Users are confused about the handedness issues between Babylon, glTF, and other packages like Maya, Blender, or Unity. Documentation describing what handedness is, how it is a randomly decided metric,...
New section for the asset pipeline docs covering why you would want to bake lighting and how to get the most out of baked lighting in Babylon.
[This forum thread](https://forum.babylonjs.com/t/nge-uv-variation-for-instances/51630/3?u=patrickryan) discusses a use case where a random number is needed to offset instance UVs. However, the desired outcome is that every instance has the same offset generated...