Smooth Voxels 1.1 is live! Turn your MagicaVoxel models into low poly or organic models. Export to .gltf or use the A-Frame component and generate models at runtime. Version 1.1 adds shells (e.g. cartoon oulines or extra texture layers). See https://svox.glitch.me/ and try out the Playground! svox.glitch.me
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πŸ‘€︎ u/EarthWormJimII
πŸ“…︎ Dec 19 2021
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glTF exports interpolated data?

I'm poking around with a glTF library. I'm looking at the keyframe data for a simple animation in which a box moves along the x axis only over 25 frames. (model exported from blender)

What my naive expectation was: I set a keyframe at frame 0, moved the box, then set a keyframe at frame 25. I expected to see 2 frames of data: the origin position, the end position, and a description of the interpolator used (linear).

What I am actually seeing: 25 keyframes, with the position of the boxed rendered to each frame along the way.

Novice assumption, but I imagine it would be better to only store the frames, then doing the lerping myself in a shader (using DirectX here)? This would save data and perhaps throughput? Or would coordinating among keyframes which start and end at offsets make shader code cumbersome?

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πŸ‘€︎ u/proboardslolv5
πŸ“…︎ Dec 26 2021
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Need help importing .gltf into a nextJS component.

I know how to do that in vanilla js, but nextJS + Three is confusing for me. I need to do that by just using Three and not React three fiber. Can someone help me please?

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πŸ‘€︎ u/stealth_master1
πŸ“…︎ Jan 07 2022
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Why is my Blender rendering so different to how the GLTF model looks when I use it outside of Blender?

Linked are images of The Moon model I made. Why isn't the detail, definition, and topography showing up on the model when I plug it into an online viewer? I expected the model to look like it does in Blender but it doesn't. Am i doing something wrong? Thanks!

https://preview.redd.it/btx7a5yz91681.png?width=1390&format=png&auto=webp&s=578ce779e640f237b305bb557c5da2affa53b880

https://preview.redd.it/eseiskzy91681.png?width=1346&format=png&auto=webp&s=87ffed0a32b7c7394421dfcfec74630ed2808f7c

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πŸ‘€︎ u/ZulrahForGP
πŸ“…︎ Dec 17 2021
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Question about Redshift rendering & GLTF export format

I recently installed Redshift and I'm absolutely LOVING the features it provides. I noticed that my regular view vs. my redshift render view outputs lighting differently and I want to be able to export to .gltf so I can code it with three.js

Is there a way for me to export with my redshift settings? Or is that automatically applied?

Any info you can provide will be a great help!

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πŸ‘€︎ u/SunnyCarl
πŸ“…︎ Jan 13 2022
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Advice on hosting Blender GLB/glTF files on personal website for easy viewing?

What are people using for hosting/demoing their Blender projects in a web browser these days? Blend4Web seems dead, I assume because Blender introduced GLB/glTF export and most browsers can render those formats now (with some work).

I found Google’s <model-viewer> for GLB/glTF files and am considering integrating it into the static site generator I’m using (Hugo) for easy in-browser demos. If that doesn’t work, I might try A-Frame.

Does anyone else do this on their personal sites? If so, how do you do it? Any and all advice is appreciated!

(I used the News &amp; Discussion flair for the "Discussion" part because none of the other flairs seemed appropriate; I apologize if it's inaccurate.)

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πŸ‘€︎ u/Nezteb
πŸ“…︎ Jan 04 2022
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GLTF Animation and Skeleton suppport?

Hey guys,
I've been testing alternative formats in an attempt to break away from FBX.

GLTF seems overall fairly promising and UE4 has a plugin for it. My initial tests worked well with static meshes, but I was saddened to see there is seemingly no animation data support at all

Do you guys know if any community plugins add this feature? Are there any you would recommend specifically?

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πŸ“…︎ Dec 30 2021
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Importar Personajes | Blender - Godot | GLTF| APC | EspaΓ±ol youtu.be/Y9gjCEOoLso
πŸ‘︎ 2
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πŸ‘€︎ u/APC_cr
πŸ“…︎ Dec 15 2021
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How can I fix the lighting that my blender object doesn't look weird when rendered in Godot? Image 1 is how it is and image 2 is how it should be (opened in windows). Happens with both type .glTF 2.0 and .Dae. It was normal when everything was straight without height difference (image 3). reddit.com/gallery/rn0rm6
πŸ‘︎ 10
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πŸ‘€︎ u/Jigzbo
πŸ“…︎ Dec 23 2021
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Compression option not showing up on friends computer when trying to export GLB/GLTF files. reddit.com/gallery/s2an1r
πŸ‘︎ 2
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πŸ“…︎ Jan 12 2022
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Frog eyes that export in Wavefront OBJ file won't export in GLTF file types while human eyes made the same way do. I need direction to where to look.
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πŸ‘€︎ u/Boraini
πŸ“…︎ Dec 25 2021
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interoperable avatars for virtual worlds and augmented reality β€” made possible by VRM, an interoperable, gltf-based humanoid avatar format v.redd.it/u97s0r4jfky71
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πŸ‘€︎ u/AR_MR_XR
πŸ“…︎ Nov 09 2021
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38 out of 456 "Front man poly masks" avaible now! Every friday new 19 mask will be on sale! Every piece is unique! Collector will get 3D gltf, high rendered video & gif, webgl pack! Also, there is a secret gift! v.redd.it/4rt7fnjj0sw71
πŸ‘︎ 4
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πŸ‘€︎ u/flycatfly
πŸ“…︎ Oct 31 2021
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Do you guys know how to convert GLTF files to 3d printable ones like stl or obj?

I don't have windows X so i cant manage to get 3dbuilder how else can i work on those? they don't work on fusion360 either :/

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πŸ‘€︎ u/Tipige8n
πŸ“…︎ Nov 08 2021
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Blender 3.0 glTF export error: rotation_mode not found

Hey, i just installed version 3.0 and tried exporting a project (model with animations) that i was previously working on in 2.93. Now i keep getting the same error about the 'Pose' object missing an attribute by the name of rotation_mode, full error log below.

I wonder if anyone else has gotten the same error and if it's fixable, or if i should keep using 2.93 if it isnt. Any help is appreciated

https://preview.redd.it/6t9xiqelf5481.png?width=1920&format=png&auto=webp&s=dfe9180cb494f31e032f8bea78fb4721542a8fe4

https://pastebin.com/DjTT7Smh

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πŸ‘€︎ u/showhdfeet2
πŸ“…︎ Dec 07 2021
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Importar Personajes | Blender - Godot | GLTF| APC | EspaΓ±ol youtu.be/Y9gjCEOoLso
πŸ‘︎ 2
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πŸ‘€︎ u/APC_cr
πŸ“…︎ Dec 15 2021
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trying to export gltfs in tops

I am trying to figure out how how to export gltfs in tops.

right now I am using a python node to press the gltf export rop inside sops. Which works only after click the preview on a wedge node.

anyone know the right way to do this?

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πŸ‘€︎ u/breht
πŸ“…︎ Nov 26 2021
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music file/3D model/.glb/.gltf/IPFS *HELP*

okay so hear me out, i am a musician & i'm trying to add my music to the same page as my 3D model but i truly get stuck at trying to combine the two...

i understand how to use Pinata to get the IPFS hash, & how to use that to create an asset through ravencore. but when it gets to creating a page for combining my music file & also adding my interactive 3D file i get so lost. even after all the days of research & hours of videos i've watched..

if anybody knows, knows someone, or knows of a clear 'for dummies' type tutorial somewhere on how i can create one of these IPFS page's & could be ever so kind to lead me in the right direction i would be forever grateful & also willing to donate.

thank you in advance

cheers, Dev

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πŸ‘€︎ u/Damroyalty
πŸ“…︎ Oct 13 2021
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gltf Showing UV seams when exported. Everything looks normal in blender, but when exported onto babylon.js, it looks like this. reddit.com/gallery/qotw9s
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πŸ“…︎ Nov 07 2021
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Problems importing new animations in 3D using gltF (Embedded)

Using Godot 3.3 and GLES 3.0

I think the way it's supposed to work is : You make a scene with an imported asset that comes with mesh, texture, armature, animations. And when you import more stuff to the same file, the importer is supposed to update the scenes with new things.

But that isn't happening with 3D animations. I'm using gftF (embedded) format to import a character model with animations, and when I make new animations and export the file from blender and overwrite the existing file, Godot does not update : my scene had 10 animations. I made a few more but they wont show up in the animation player of my character.

Is it a bug? Are there some work arounds to import more animations without saving them all in the drive as .anim objects?

Thankyou

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πŸ‘€︎ u/Code_Monster
πŸ“…︎ Nov 16 2021
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Advanced animations of images implemented via gLTF animations via Blender – Right approach??

I'm working on a photographer friend's portfolio site. He's looking to present his images in sets of choreographed movement like so. It's essentially simple motion graphics work.

I'm aware of GSAP framework but felt infinitely more comfortable with motion in proper time based software. Started in AE with the Lottie plugin but the output felt flat in terms of what I could do with it on the site. I decided that I could have the same level of control with blender with the added bonus of three.js and all the wonders the framework brings to the table.

Do y'all here feel like this is the right approach? I'm fairly new to web dev so I'm shooting in the dark for all I know. From what I understand, one should be able to manipulate / interact with the individual image planes (objs in blender) via the raycaster function. I'm counting on this assumption to integrate click events or mouse hover effects.

https://reddit.com/link/q5nidd/video/f7lq9eqjbct71/player

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πŸ‘€︎ u/fivespeed
πŸ“…︎ Oct 11 2021
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Why is my GLTF model blank (No detail, color, texture) when I import it into blender?

I am new to Blender and would like to know how I can keep the original design on my GLTF model when I import it without it showing up blank. Thanks!

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πŸ‘€︎ u/ZulrahForGP
πŸ“…︎ Dec 15 2021
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Piglet: glTF Importer : Import 3D models from glTF files in the Editor or at runtime. Accelerate development of your game by using free textures, materials, and models from sites like Sketchfab and Google Poly. Visit the Web Demo to try Piglet before you buy it. Features * import glTF models i assetstore.unity.com/pack…
πŸ‘︎ 9
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πŸ“…︎ Dec 02 2021
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Bug in GLTF importer Godot 3.4

Hello, we develop a game on godot 3.4 stable but we have cross a limitation of the importer, we have a animate character and import in gltf but the import does not work, it makes an import loop, after some tests we concluded that the file contains too much animation (90 animations for 60mo), so we tried the import on godot 4.0 dev and the no problem but we can not afford to wait a stable version of v4, can you help us?

https://reddit.com/link/qr3g4h/video/l0ebnoiyvty71/player

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πŸ‘€︎ u/Ornery_Bath_7751
πŸ“…︎ Nov 10 2021
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How to render a gltf file in python

Does anyone know how to render a gltf object as a png?

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πŸ‘€︎ u/noob_speedcuber
πŸ“…︎ Oct 15 2021
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Rendering a gltf file as jpg?

So i've only worked with openGL on a basic level

Is it possible to render a gltf model to a jpg with OpenGL on C++ and if so how practical would this be

Thanks in advance

EDIT: its a .glb "scene"

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πŸ‘€︎ u/Jaypaque
πŸ“…︎ Aug 29 2021
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glTF Webinar video and presentations are now available!

Video and presentations from last week's glTF Webinar are now available!

https://www.khronos.org/events/gltf-webinar-series-oct-2021

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πŸ‘€︎ u/thekhronosgroup
πŸ“…︎ Nov 03 2021
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Importing .glb (gltf 2.0) from Blender -- Armature/Skeleton becomes Spatial Node

My question in the godotengine qa forum

important edit -> you can recreate this pretty simple by just taking a cube and a base armature in blender, export this as described and import it in godot. it will not be a skeleton.

Hi people. Hope i'm not posting this wrong here, feel free to say that if i did.

I want to import my character with aramture from Blender to godot via gltf 2.0 export (this results in a .glb file). I've tried every available export and import options and can't find to fix my problem -_-.

Here are two short videos which do what i want to do:

Video example 1

Video example 2

SHORT DESCRIPTION OF MY PROBLEM:

Everything works fine (including animations and so on). The only thing is, that my armature (skeleton) from Blender, gets imported as a Spatial Node --> and so do all the bones. This is of course problematic because i can not acces the skeleton and the bones properly in Godot. In the videos i can't find any difference to what i did, but their skeleton gets recognized by Godot and is imported as a skeleton-node (with all the bones).

godot version: 3.2.3.stable

If you have any idea, please let me know as im clueless. Tried to figure it out for hours now. I'll try to respond as fast as possible.

This shows what i mean. (don't get confused by the naming, i tried to rename it) The Kinematic body root node gets imported as Spatial Node by godot (i just changed the type). You can change this in the import settings (to e.g. skeleton) but it does not help/solve my problem. In the videos, the Armature-node here would be created as a skeleton by Godot with all its bones. And for reasons i do not understand, this does not happen for me.

Her is another screenshot. I mentioned in the comments, that with .dae and .escn export --> Godot recognizes the bones as bones:

on the left you see the .gltf export json specifications, on the right you see the .dae specifications.

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πŸ‘€︎ u/BitTheBerry
πŸ“…︎ Aug 09 2021
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Advanced animations of images implemented via gLTF animations via Blender – Right approach??

I'm working on a photographer friend's portfolio site. He's looking to present his images in sets of choreographed movement like so. It's essentially simple motion graphics work.

https://reddit.com/link/q5o2ye/video/udnup9mvzqs71/player

I'm aware of GSAP framework but felt infinitely more comfortable with motion in proper time based software. Started in AE with the Lottie plugin but the output felt flat in terms of what I could do with it on the site. I decided that I could have the same level of control with blender with the added bonus of three.js and all the wonders the framework brings to the table.

Do y'all feel like this is the right approach? I'm fairly new to web dev so I'm shooting in the dark for all I know. From what I understand, one should be able to manipulate / interact with the individual image planes (objs in blender) via the raycaster function. I'm counting on this assumption to integrate click events or mouse hover effects.

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/fivespeed
πŸ“…︎ Oct 11 2021
🚨︎ report

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