A list of puns related to "GlTF"
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?
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?
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
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!
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 Googleβs <model-viewer> for GLB/glTF files and am considering integrating it into the static site generator Iβm using (Hugo) for easy in-browser demos. If that doesnβt 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 & Discussion
flair for the "Discussion" part because none of the other flairs seemed appropriate; I apologize if it's inaccurate.)
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?
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 :/
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
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?
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
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
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
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!
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
Does anyone know how to render a gltf object as a png?
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"
Video and presentations from last week's glTF Webinar are now available!
https://www.khronos.org/events/gltf-webinar-series-oct-2021
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:
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.
Her is another screenshot. I mentioned in the comments, that with .dae and .escn export --> Godot recognizes the bones as bones:
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.
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