Loading a scene
Note (with the native electron app): From the version 2.5.0 of the editor, you are able to open .editorproject files directly (via your OS file explorer or via the toolbar Project -> Import Project). That means you don't need to drag'n'drop all your files but simply open the .editorproject file.
The editor is able to load BabylonJS scenes but also editor project files (.editorproject). To load a scene (even with a .editorproject file), just drag'n'drop all the files (scene, textures, sounds, project, etc.) into the canvas (3D preview panel).
You can also load a scene using the toolbar Project -> Import Project, select all the files and click Open.
Important: Loading meshes via the toolbar Scene -> Import Meshes From... will save the meshes into the file. That mean if you drag'n'drop the original .babylon file with the .editorproject, the meshes will be doubleness.
Available scene formats
- .glb (binary GLTF)
From now, you are able to edit/add/remove elements from your scene. To add another scene in your project, just drag'n'drop the scene file and its assets. A dialog will ask if you want to append the scene or not:
- Clicking "Yes" will append the new scene to the current project.
- Clicking "No" will erase the current project and start a new project with the scene being drag'n'dropped.
The editor will not save the entire scene when you want to save your project. Anyway, the editor will save the deltas between the original scene files (.babylon, .gltf, etc.) and the editor file (.editorproject).
The editor project file will contain all the user's metadatas such as custom scripts, custom post-processes, custom materials, sounds, nodes, etc. that have been modified/removed/added.
To save the project, just click on the main toolbar Project -> Save Project... or type CTRL+S. Choose a folder and these files will be created:
- scene.editorproject: the Editor Project file
- scene: the folder containing ALL the scene files (textures, scene, sounds, etc.)
Note: It is highly recommanded to use the desktop app as you'll get access to the local file system to save your projects. Anyway, on the online version, the editor will try to save the project on OneDrive. Example saving on OneDrive:
Exporting a project template
Exporting a project template means that it is your final step using the Babylon.js Editor. For instance, you worked with the editor to develop, design and/or configure your final project using the editor's tools. Once you are ready to finalize your project, you can export a template using *Project -> Export Template.... This will:
- Ask you the scene format you would like to use (.babylon, .gltf, .glb)
- Ask you a folder where to create the template in your storage (choose an empty folder)
- Create all the needed files and folders:
- (for install dependencies)
- (to test your project easily)
- (contains an example file that loads your scene and the editor project to apply the extensions)
- (contains all the final assets from your editor project (scene, textures, etc.))
- to list all available command lines you can use to test your project
To test your project, go to the folder you chose and just install dependencies, build the project then run your webserver:
You can also watch your code:
In folder you'll find the given file (typescript, comments below):
Of course, you can ommit all the generated files (except the folder) and add the "babylonjs-editor" dependency to your main project and import where you want. The file is just an example. The contains 2 versions:
- : commonjs module importable using requirejs, systemjs etc. like done in the example above
- : global module writing a variable in the . Like does. So you can type .
Exporting only the final scene
I case of you would prefer to manage yourself your project architecture, the Editor allows to export only the final scene files. That means you can export ONLY the folder content which is the same as when you export a project template.
To export final scene, in the toolbar choose Scene -> Export Final Scene And Assets. This will open a save dialog. Choose the target directory and click "Ok".
Then, all the files will be written in that directory.
I’m happy to announce the release of Babylon.JS Editor v4.0!
This editor has been remade from scratch and is now using the latest @babylonjs ES6 modules with WebPack.
The version 4 of the editor has been made to be more powerful and more extendable using the plugins system.
The editor is now fully based on Electron which offers a full access to the local file system. In other words, projects and workspaces can now be managed like we do with Unity and Unreal: using the file system directly. Thanks to Electron, it is now possible to write scripts using TypeScript (automatically watched by the editor) and debug using Visual Studio Code (or any other code editor which has support of remote debug).
Many thanks to all Beta & RC testers for all your feedbacks (@Limes2018, @jkeys, (too much to mention all ) and your time spent to make this Editor more powerful.
- Workspace based to manage multiple projects
- Import and edit meshes
- Create and edit materials
- Import and edit textures
- Import and edit sounds
- Create and edit particle systems
- Attach scripts written using TypeScript to nodes in scene
- Provides a plugin system so the editor can be extended
- Play project inline in the Editor and debug using Visual Studio Code
- Based on Babylon.JS v4.2.0
At startup, some sample projects are available (FPS and TPS) to play with and learn by practicing.
Even if the release is official, some features stay in beta version due to the lack of tests and feedbacks.
- Graph Editor (see sample project named “FPS using graphs”)
- FBX support (today supports common features: animation tracks, skeletons, bones, materials, meshes).
- Prefabs (use this feature only for tests and not in your main projects)
Github: GitHub - BabylonJS/Editor: Community managed visual editor for Babylon.js
Documentation (will be transfered in doc.babylonjs.com): Editor/doc.md at master · BabylonJS/Editor · GitHub
Tutorial by @Limes2018: An introduction of a powerful development tool for Web applications: Babylon.js Editor - CrossRoad
WebXR example by @Limes2018: GitHub - flushpot1125/WebXR_VRController_Editor_template
Plugin example by @jkeys: GitHub - electronic-caregiver/babylonjs-editor-publish-plugin: a plugin to serialize the active scene and publish to a cloud provider (AWS currently supported)
- Transfer documentation to the official Babylon.JS documentation
- Rework assets management to be workspace-based instead of project-based (like Unity and Unreal do)
- Finalize graph editor
- Finalize prefabs system
- Add animations editor
- Add support of Babylon.JS v5
- Add painting tools
- Foliage / thin instances
- Terrain elevation / material painter
There are still no advanced demo but you can try out the following (no mobile support) which is the result of a sample project: Babylon.js Generated Template
An advanced demo is still under development and will mainly feature (without using any 3d modeling software):
As usual, don’t hesitate to provide feedbacks and feature requests!
Documentation is still work-in-progress (especially for plugins system) and will be fully available progressively.
34 LikesSours: https://forum.babylonjs.com/t/introducing-babylon-js-editor-v4-0/21608
Welcome to Babylon.js 4.2
Our mission is to create one of the most powerful, beautiful, and simple Web rendering engines in the world. Our passion is to make it completely open and free for everyone. We are artists, developers, creators, and dreamers and we want to make it as simple as possible to enable everyone to bring their ideas to life. With this new version of Babylon.js, we set out to make it even easier to develop with. From a ton of new tools, to improved workflows and features, new documentation and more, it is our sincere hope that Babylon.js 4.2 will make your development process faster and easier while unlocking new simple ways to work.
New and Updated Tools
The core focus of Babylon.js 4.2 has been around simplicity. While Babylon.js keeps its code-first approach, we’ve added many tools in the Inspector and enhanced the Node Material Editor to save time to developers and Tech Artists. With the Particle Editor, you can now create and configure particle systems with the click of the mouse. It is also that simple to create, control, and save sprite systems thanks to the Sprite Editor. The Skeleton Viewer makes it quick and easy to debug pesky rigging issues inside your scene, and the Texture Inspector is perfect for quickly identifying texture problems in your creation. The Node Material Editor can now be used to create Procedural Textures, Particle Shaders, and Post Process Effects!
More PBR Support
Full support for Physically Based Rendering (PBR) is a top priority for Babylon.js. With version 4.2, we’re pushing the limits of rendering even further, with some exciting new capabilities. The Node Material Editor now support PBR Materials! With this addition, you can now create your own custom PBR materials and shaders in a simple and visual editor. You can also simulate the way light bounces around below the surface of semi-translucent objects with advanced sub-surface scattering support.
More on NME PBR
Environment Lighting Enhancements
Lighting is essential to the realism of a scene. In Babylon.js 4.2, shadows are getting even better with the added capability of being able to render soft transparent shadows for transparent objects. With the introduction of real-time PBR filtering, advanced refraction and reflection is now just a few lines of code away. We have also added direct support for pre-filtering .hdr files. That means you can now use .hdr files directly in your Babylon.js scene!
More on transparent shadows
Babylon React Native
With Babylon.js 4.1 we introduced Babylon Native, a system for building native applications with the same rendering power and code used for your Babylon.js web applications. This initiative takes a major step forward with Babylon React Native. This project takes the power of the React Native framework and combines it with the power, beauty, and simplicity of Babylon.js to unlock the ability to create some truly amazing cross-platform experiences.
More on Babylon React Native
Babylon.js features a rich library of documentation to help you get started and master the platform. With Babylon.js 4.2, we’ve completely reorganized the documentation to guide your learning as your knowledge advances. Whether you want to dive into a specific subject or follow the guided path, we are sure that the Babylon.js documentation will be more simple and helpful than ever before.
Babylon.js 4.2 includes updated support for WebXR. This exciting new standard allows developers to easily create compelling cross-browser AR/VR web experiences. Babylon.js 4.2 adds support for hand tracking, hit-testing, advanced teleportation, cross-device input management and controller support, and much much more.
More on WebXR
Updated Standards Support
Babylon.js 4.2 features support for the latest .glTF extensions, both ratified and experimental! This includes the latest effort from the Commerce 3D Working Group and KTX + BasisU. With constantly updated support of the latest capabilities of the .glTF format, Babylon.js ensures your 3D objects will render exactly how you expect them to.
More on e-commerce
Just the Tip of the Iceberg
We don't take it lightly when we say that Babylon.js is fully-featured. Dive in to see how far this rabbit hole goes!
Babylon.js Editor v4
The Babylon.js Editor provides a way, for designers (and developers), to go further in scene design and write less lines of code.
The online documentation is available here: https://github.com/BabylonJS/Editor/blob/master/doc/00%20-%20welcome/doc.md
- Workspace based to manage multiple projects
- Import and edit meshes
- Create and edit materials
- Import and edit textures
- Import and edit sounds
- Create and edit particle systems
- Attach scripts written in TypeScript to nodes in scene
- Develop scripts written using the Graph Editor to nodes in the scene
- Uses ES6 modules of @babylonjs
- Contains pre-built templates
For Windows users, follow this tutorial to install the windows build tools: https://github.com/felixrieseberg/windows-build-tools This is mandatory for native modules used in the Editor.
Then, just install the dependencies:
Just type the following command:
To contribute to the editor, using VSCode, just watch TypeScript files and run the launch setting "Electron With Devtools". This allows to debug the main part in VSCode and have the devtools opened in the renderer part.
Watching TypeScript (front)
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I felt with joy how my "war horse" began to break out of my pants. He seemed to beg to be released and to reward him with long-awaited caresses and tenderness. And I did what I used to do on the sly at night many. Many times.GUI Editor Overview
After the second decree, she made a good career, moving from an ordinary employee to a deputy chief, earning the respect and recognition of colleagues and clients for her. Professionalism and sensitive attitude. Once we were alone with her on a one-day business trip, and on the way back I did the "switch knee" feint more than once.
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Not even frown. Then he asked her: Is there anything in sex that you do not like. Is that I do not accept pain, and absolutely extremes like scat - I won't give a shit on myself. But piss in your mouth - that's please, I liked it, even very much.