Open pjcozzi opened 8 years ago
Hello all,
The Creature 2D Skeletal + Mesh Animation Tool now suppots GLTF export. Check out this tweet for the details: https://twitter.com/KestrelmMoon/status/1040671251742638081
It showcases exported GLTF Character animation running in BabylonJS and Godot Engine 3.x . Should work with any tool that supports GLTF skinned mesh character animation.
Cheers
Hello All,
We are building a cloud based service to convert 3D assets to glTF at Point105-AR (https://www.point105ar.com). Our focus is to create a set of cloud-based features and optimizations for 3D artists to easily create their 3D content.
A few features we now have on our service:
1) Support for specialized materials:
2) We support a few automatic integrations for texture creation and optimization
We currently take in as input a single embedded binary FBX file to generate glTF.
Hi all,
I'm working on a glTF library for C#, it's been in development for a while, and there's still a lot of work to do... but I feel confident enough to show it to the world.
For anyone interested, the repository is here.
@vpenades Looks cool, can you open a PR to add this to README.md? Looks like this would get added to the list of C# projects.
Anyone else on this thread is also welcome to open PRs for glTF-related stuff too, thanks!
@emackey I've just updated the library to a new version, I think I am confident now to include it in the list of c# projects
Added in #1594
Hi all! I add loading of gltf2.0 files to GlslViewer through tinyGltf and I'm loving it! Here are some videos loading and rendering in different RaspberryPi models https://twitter.com/patriciogv/status/1181264063096971264?s=20
Jan giving me a chance to get
Hi all, here is my contribution, Android port of jgltfViewer including ported jglTF library with native OpenGL ES 3.0 bindings: https://github.com/mikikg/AndroidJgltfViewer Work in progress, please contribute.
I had some general feedback about the format as one who wanted/tried to implement a parser.
I found that glTF with separate files was quite nice and intuitive.
But for GLB I found that having to deal with both a text format and a binary format in one file was cumbersome. For parsing JSON chunks we do have nice libraries. For parsing binary we also have nice libraries such as Kaitai Struct. But when you're writing a definition of something in Kaitai Struct, you want to do things like, "this binary element is repeated N times where N is stored over here", and if "over here" is inside a giant blob of JSON, now you can't do it entirely in a declarative binary format anymore and have to break out to specific programming languages to parse the JSON and make it available to the binary parsing side.
A format which is 100% binary and well structured like EBML would really have been nicer. In fact, EBML already exists, is extensible, and works great for all sorts of binary, so I think it would have been a decent choice for a base format, rather than inventing yet another new container.
Hi. Will there be a GLTF Importer to 3ds Max?
@Lilothestitch16 This repository and this issuse are the wrong place (and the wrong place (sic)) to ask this. Websearches reveal things like https://forums.autodesk.com/t5/3ds-max-forum/gltf-import/m-p/12253731/highlight/true#M209638 , and in general, forums (or other 3DS Max support channels) are a better place for questions like this.
We believe the true usefulness of glTF goes beyond the spec itself; it is an ecosystem of tools, documentation, and extensions contributed by the community.
We encourage everyone to contribute to the glTF community. We are happy to list your work in this repo's main README.md.
Way to contribute include:
Content Pipeline Tools
Runtime
Documentation
Extensions
Models
If you want us to spread the word about your glTF work, leave a comment here or email Patrick Cozzi, pjcozzi@siggraph.org.