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Download Bolt 3D Models for 3ds Max, Maya, Cinema 4D, Lightwave, Softimage, Blender and other 3D modeling and animation software.

I ran your code and the offending obj file and it looks like the problem is indeed scaling. If you add a line before model(teapot) like: scale(20); model(teapot); You should see the teapot now. Please let me know if for some reason you aren't. Regarding the widely differing models, perhaps we can add a note somewhere in the documentation to look out for model scale.

It seemed like the model scale of your teapot was not only in centimeters, but also very small centimeters. Unfortunately, objs don't have a measurement scale marker.

Numbers are simply floating point, so we can't add a flag in p5 to convert between cm, mm, inches, feet, etc. That said, Three.js has a clever way of normalizing various model sizes using software-specific exporter scripts: It sounds like maybe a better long term solution to help users work with consistent models is to adopt the THREE.js approach, or someone could develop a web app utility to check and normalize models for p5. Howdy guys, I checked the version of p5.js being used and the 1st line reads: /*!

P5.js v0.5.0 May 02, 2016 */ I think this is the latest distributed build around. If what I need are fixed in the repository but not yet distributed in a build, then I'll wait for a build refresh. I tried a 1000,1000 canvas. The canvas showed at the correct size but no sign of an object.

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I also added a 'scale(20)'. But still not sign of any objects. If it would be useful, I'd be delighted to screen share live as needed. Hi, I can confirm after downloading a fresh copy of the 0.5.0 release that loadModel is not actually included in there. What's unusual is that you should be seeing an error message saying 'loadModel is not defined', which is what I see when I run your code with 0.5.0 taken directly from the github release. If you pull the latest commit from the master branch, you shouldn't have any problems running your code. I'll reopen this issue for now, until we build a new release tag including proper loadModel functionality.

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Thanks for letting us know. I am new to p5.js and what I did was download 'p5.js' complete from this location. After extraction, I found that there was a sample called 'empty-example'. That contains a subfolder called 'libraries' that appears to have its own copy of 'p5'.

When I edited the 'sketch.js' in the folder and added the 3D sample, I did indeed get the 'loadModel' not found. I figured that the copy of p5 contained in the libraries folder in the sample was out of date, so replaced it with the copy of 'p5' found in the root of the extraction of the download. That satisfied the 'loadModel'. I figured that the download contained TWO p5 versions. Not in synch with each other. And that the sample had been missed.

Thanks for checking in. I have validated that I have 0.5.1 installed. And, unfortunately, the call to model() is not showing my loaded 3D object (teapot).

Same symptoms and setup as before. I am 100% available to provide a skype screen sharing session (as desired) at 'neil.kolban' (US Central Time Zone). If there are any traces or logs or other tests I can run for y'all, I'll be delighted to do so. I am assuming that the sample programs are working 'fine' on y'all system. So it is likely my combination of environment: • Windows 10 • nVidia graphics card • Dual monitors • Native resolutions of 2560x1200 •. Something else.

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Properties Property Description obj Selector to an pointing to a.OBJ file or an inline path to a.OBJ file. Mtl Selector to an pointing to a.MTL file or an inline path to a.MTL file. Optional if you wish to use the instead. Events Event Name Description model-loaded.OBJ model has been loaded into the scene. Loading Inline We can also load assets by specifying the path directly within url(). Note this is less performant than going through the asset management system.

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