Since Babylon and Blender often do things differently, it can sometimes be a pain working with both of them together. Here's a few tips that will smooth things out a bit.
If you export the default Blender scene to BJS, you'll shortly see that your cube doesn't look like exactly as it should:
This is because a 3D modeler viewport don't act like a 3D realtime engine. By default, Blender always create object using flat shading mode. If you want to see your scene smoothed as in BJS, you have to select all your objects and click to Shading > Smooth in 3D View Toolshelf.
Now, you're cube looks ugly. You have to set up its sharpness, by adding an edge split modifier, and play with edge angle and sharp edges. Job done!
When choosing arc rotate camera type, you have to add a target to your camera.
To do that:
Track To Constraint.
If you go to File > export and right click on babylon, you can select Create Shortcut, and make a easy to use shortcut to export to babylon! For example, you can use Ctrl-E.
Usually, you will have one master scene containing all statics elements, and a blend file for each animated elements.
To easily see your animated element inside the master scene, open your master scene and go to File > Link, then go inside the blend containing the animated element, and import your objects. It can be more simple to link groups instead of objects, to update links in an easier way.
By default, Blender use the
XYZ Euler rotation mode, which is fine for most of cases, but you have to know that
Quaternion (which avoid gimbal lock issue) is also supported.
XYZ Eulerwill be stored in the mesh.rotation property
Quaternionwill be stored in the mesh.rotationQuaternion property
For armatures, it does not matter because the animation is kind of baked during export.
If you ever get the error
WARNING: Maximum # of influencers exceeded for a vertex, extras ignored, never fear!
In weight painting mode, click weights and then limit total. This will automatically limit the mesh's vertices to 4 influences.