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Gltf model format support #1671

Open SupinePandora43 opened 2 years ago

SupinePandora43 commented 2 years ago

What can't you do? Use gltf in ModelDoc

How would you like it to work? Accepted gltf model format

What have you tried? Importing it

Additional context It can possibly be used to store all animations inside of a single file

NotGaylien commented 2 years ago

just a quick one with this, its a bit confusing since importing a model requires each animation to be imported individually, so you would still have to import individual gltf files which would defeat the purpose of having it over something else. and looking at the format you dont get any real advantage over just using any of the other formats you can import currently.

feel like this would just encourage bad behaviour trying to import models all from 1 file and people getting confused since it does not work, or work easily.

SupinePandora43 commented 2 years ago

just a quick one with this, its a bit confusing since importing a model requires each animation to be imported individually, so you would still have to import individual gltf files which would defeat the purpose of having it over something else. and looking at the format you dont get any real advantage over just using any of the other formats you can import currently.

feel like this would just encourage bad behaviour trying to import models all from 1 file and people getting confused since it does not work, or work easily.

It's sad. It's should be possible to add animation picker below animation file, but source 2 will probably require hidden conversion for it then? (Assuming it's vmdl format limitation, that can't be modified)

Adesii commented 2 years ago

I know that it was definitely possible to pick animations from a single file. not sure if that feature is still in, or it got removed again because of issues. but regardless of that. i don't think its a good idea to store every animation in a single file. Version control will be horrible to work with, and it doesn't really have any benefits over doing it just with seperate animations files. seperate animations are actually easier to work with most of the time in my experience. since it won't randomly change on exports when tweaking stuff.

DoctorGurke commented 2 years ago

You absolutely don't need to import animations as individual files, who told you that? Even I managed to export fbx with dozens of animations before and it worked just fine.

NotGaylien commented 2 years ago

Tbf I have not imported an animation in almost a year in a couple of month's, might have been able to back then but I never saw a way how, but still it's really bad practice to do that as one file

Igrium commented 1 year ago

In addition, it would streamline the process of importing models from Sketchfab (and Blender if you don't want to deal with FBX bullshittary)

Igrium commented 1 year ago

Tbf I have not imported an animation in almost a year in a couple of month's, might have been able to back then but I never saw a way how, but still it's really bad practice to do that as one file

Doesn't mean that we need to outright not support glTF

Weldify commented 1 year ago

Bumping this. I got to use glTF for some personal projects recently and its baffling how shit fbx is compared to it. With glTF you click export, and thats it. With fbx you have to tinker around with it for a long time before you can export stuff properly and without issues.

MrBrax commented 2 months ago

I discovered gltf via godot, in which if you import a model from e.g. blender with a pbr material node workflow, it will import that material basically exactly to godot with roughness/metalness and all textures already set for you. It would be great to have this to speed up workflow, since you don't need to create materials for every single slot manually. It's also an open format.