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Marbles Forever sample asset#256

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echadwick-artist wants to merge 7 commits intomainfrom
marbles-forever
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Marbles Forever sample asset#256
echadwick-artist wants to merge 7 commits intomainfrom
marbles-forever

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@echadwick-artist
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Adding this work-in-progress physics sample asset. The asset needs further editing, but it is at a point where others could potentially help improve it. See the readme for details.

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Adding this work-in-progress physics sample asset. The asset need further editing, but it is at a point where others could potentially help improve it.
I had misspelled Eoin's last name, sorry Eoin!
@cx20
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cx20 commented Dec 12, 2025

I tried this model in the Babylon.js Playground.
Sorry if I'm using it incorrectly.
It seems to be rotating in a strange direction.

https://playground.babylonjs.com/#8L313O#10
babylonjs_gltf_physics_animation_001

@echadwick-dgg3d
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Yes, it will only work in a glTF viewer that supports the current state of these new physics extensions. Instructions for this are in the readme. As far as I know, only Eoin's fork supports this, see glTF_Physics_Babylon Viewer.

@bghgary
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bghgary commented Dec 12, 2025

Yes, this extension is not available in Babylon.js officially yet. Hopefully, we will be working on official support for this in Babylon.js soon.

@echadwick-artist Maybe the physics extension and maybe other extensions used in this asset should be marked as required?

  "extensionsRequired": [
    "KHR_physics_rigid_bodies",
    "KHR_implicit_shapes"
  ],
@cx20
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cx20 commented Dec 12, 2025

Yes, it will only work in a glTF viewer that supports the current state of these new physics extensions. Instructions for this are in the readme. As far as I know, only Eoin's fork supports this, see glTF_Physics_Babylon Viewer.

Thank you for letting me know. I have confirmed that it is displayed correctly in that viewer.
image

@echadwick-artist
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Thank you cx20! I am a big fan of your work, and I know your work is helpful to the whole glTF community!

Most of the physics issues have been resolved, and duplicate textures have been removed.

Special thanks to @eoineoineoin for help with the physics settings!
* Archimedes screw added, one alternative for moving the balls up the elevator.
* Trigger volumes added, another alternative for the elevator, if integrated with the Interactivity extension.
* Balls have been set to Combine Mode: Minimum in an attempt to resolve some physics issues.
* extensionsRequired was fixed to require the physics extensions.
* Combine for the balls was set to Maximum. Can't see the difference between the modes though, just shooting in the dark here.
* Archimedes screw now rotates properly: unparented from the root Compound parent, set to Infinite Mass, and Angular Velocity was set to negative.
* Vertex positions were edited on physics shapes at top and bottom of elevator shaft, to prevent the balls from getting stuck there.
* Bottom gravity trigger for Interactivity extension was repositioned so ball gets to the center of the elevator shaft before it enters the trigger.
* Tried enabling tangents on export, but that caused more validation problems than without it, because the exporter seems to add tangents to ALL meshes, regardless of whether they have a normal map or not. So, tangent export was deactivated.
@echadwick-artist
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echadwick-artist commented Mar 13, 2026

2026-02-26_issues

A few problems remain and I don't know how to fix these:

  1. Elevator emissive UV animation is not playing in the Babylon viewer.
  2. Ball materials are looking very odd in glTF Sample Viewer.
  3. Balls are moving very very slowly in glTF Sample Viewer.

The two renderers I tested with:

* Re-exported with v0.6.1 of Blender physics exporter (https://github.com/eoineoineoin/glTF_Physics_Blender_Exporter/releases)
* Compound Parent meshes are now properly not rendered in both Babylonjs Physics Viewer and glTF Sample Viewer Physics.
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4 participants