-
Notifications
You must be signed in to change notification settings - Fork 1.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Ways to contribute to glTF #456
Comments
I have a WIP project assimp2gltf The purpose of this project is to convert files in 40+ 3D file formats, including Collada, 3DS, OBJ, LWO, FBX, Blender, X, STL, PLY, MS3D, B3D, MD3, MDL, DXF and IFC to gltf. However it's far far away from that purpose. |
@vinjn wow, this has great potential. I see that the last commit was 6 months ago. Do you plan to update this now that glTF has reached draft 1.0? Here is the glTF 0.8 to 1.0 guide: https://github.com/KhronosGroup/glTF/wiki/glTF-0.8-to-1.0-Guide |
I work on a Haskell loader, here. I was surprised to see that the format uses numeric constant instead of labels (GL_FLOAT instead of 9349364, for instance). |
Yeah, I see. I’ll try to advance on my loader and will keep you know – I have a lot of project in the kitchen, but I will eventually have the loader ready sooner or later. |
@pjcozzi Yes, I have the plan. And I want to use glTF as the scene description format for my hobby engine project. I will inform you of the progress. |
A year ago I use glTF(based on 0.6) in my project(https://github.com/games/orange), seems I should upgrade to 1.0 :) |
@games yes, please update and let us know when your engine supports 1.0! |
Hi, AssetImporterLib will create a new importer for you. See assimp/assimp#673 |
@kimkulling great news! This is exciting. Let me know if you have any questions on the spec or need sample code. |
@kimkulling do you plan to write a glTF exporter for assimp as well? That would be really useful for the WebGL community. |
I suggest you add to "Content Pipeline Tools":
|
@erlend-sh added! Thanks for bringing this project to our attention. |
Exporter would be a great thing, but let start with the importer first :-). |
Thanks to Otger Rogla we have a first experimental glTF-Loader in Asset-Importer-Lib! |
Wow, @otgerp @kimkulling this is great news! Congrats and thanks for sharing! When should we list it with the glTF Tools in this repo, e.g., does it need doc, waiting on an official release, etc? |
Thanks @otgerp @kimkulling! That's super fast. |
A new C++ loader |
Thanks for sharing! This is great, @syoyo! |
Cool! |
@kimkulling @otgerp I just came across assimp/assimp#699! So assimp can export glTF now too, right? Wow! I will update the glTF README.md. |
Yes we can ☺. Thanks for the read me update. Patrick Cozzi notifications@github.com schrieb am Di., 5. Jan. 2016 15:13:
|
So, I've been Google searching all over and I cannot find any project to implement a GLTF importer for UE4. Is anyone aware of an existing project that does this? I could, of course, write one from scratch, but that seems foolish if someone else is already actively working on such a project. Also, my use case is less about using GLTF to import graphics assets but more for physics assets. Does GLTF already have a fully fledged physics asset data definition? If so, who has been most involved in that? If it does not, what do I need to do to get involved in helping create that specification? I am a Principal Engineer at NVIDIA Corporation who works extensively with physics content and I want to evaluate GLTF as a suitable candidate for transporting physics asset data. My alternative approach is to create custom FBX nodes, but that seems far more hacky than simply leveraging against GLTF which is kind of a 'fresh start' at this point. |
@jratcliff63367 No official glTF physics extension yet, but some folks in the Blender and AltspaceVR communities have been working on a vendor extension: https://github.com/Kupoman/blendergltf/tree/master/extensions/BLENDER_physics |
As per this tweet - https://twitter.com/C4gIo/status/907267375392624641 |
@jratcliff63367 any contributions you make to the glTF community are much appreciated! Please email me - pjcozzi@gmail.com - if you would like to join any of the weekly Khronos glTF calls to discuss physics, UE4, or anything else. |
If anyone is looking for a fun and hopefully quick glTF project, @jratcliff63367 suggested writing a glTF import/export extension for the FBX Extensions SDK to facilitate glTF tapping into the FBX ecosystem. Let us know if you work on this! |
I am writing a unity project. |
Cool, thanks for sharing @ousttrue! I added a note to #1058 (comment). Keep us posted on your progress and feel free to connect with @sbtron and crew who are working on https://github.com/KhronosGroup/UnityGLTF if there are any opportunities for collaboration. |
Great work @ousttrue. Have you taken a look at https://github.com/KhronosGroup/UnityGLTF. We are still looking at implementing animation support. Let us know if you are interested in integrating/collaborating further. |
Not sure what would be the right place to put tools that don't exist but I wish were available, I'd love to have a glTF-Optimizer equivalent to https://github.com/jonnenauha/obj-simplify. I use that tool for merging geometry and otherwise optimizing models and, for lack of importers into DCC tools, it's currently much harder to do that with glTF. The tool could be created separately and then bundled with https://github.com/AnalyticalGraphicsInc/gltf-pipeline, perhaps. |
Hi, we're working on integrating glTF conversion into a microservice framework, so we built upon the amazing ClayGL fbx2gltf converter (which also support OBJ and COLLADA inputs), and wrapped it in a web API. The API can be tested live here at https://gltfapi.co The source code is published on GitHub here: https://github.com/headjack-dev/gltf-api |
@nickkraakman very cool and thanks for sharing, I made a note in this issue: #1058 (comment) |
Hi! I am the founder of 3D Slash http://www.3dslash.net . 3D Slash is an easy to use 3d modeling software with its unique interface, as fun as a building game. We've just release the glTF exporter, we hope that this will allow more users to express themselves in 3D, and maybe to share on FB. Could you add us in the Applications section of the README.md? We export 2.0, and the mention could be "Web-based and app-based 3d modeling imitating the stone-cutter" All the best, |
Hi, for anyone who may be interested, especially game developers, I have added glTF2.0 exporter for my tiny opensource quick 3D modeling tool https://github.com/huxingyi/dust3d, the exported content inside .gltf file include the auto-generated meshes, skeleton, and materials. |
Hi all, I have a project (UModel - https://github.com/gildor2/UModel) which allows to view and export models with animations from Unreal engine games. Recently it got a possibility to export data in glTF 2.0 format. No idea if it is suitable to be mentioned for glTF community, however I think, in the worst case glTF importer / plugin developers can use it to test how their systems will work with complex AAA quality game models which have lots of animations. Thanks, |
@gildor2 that is fantastic, congrats! Can you please open a pull request to add UModel to the list of exporters: https://github.com/KhronosGroup/glTF/blob/master/README.md#gltf-tools? |
Hello all, The Creature 2D Skeletal + Mesh Animation Tool now suppots GLTF export. 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:
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! |
|
Hi all, here is my contribution, Android port of jgltfViewer including ported jglTF library with native OpenGL ES 3.0 bindings: |
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.
The text was updated successfully, but these errors were encountered: