Showing posts with label gltf. Show all posts
Showing posts with label gltf. Show all posts

Tuesday, May 12, 2020

Data compression needs!

Many people are not interested about the data compression but it is important!
Recently I'm working on a project which is using GLTF and there is a library 'draco' but it seems animation data compression feature is a little bit missing as expected.

If the model has really big animations then size of the model will be big. This is not acceptable in some cases where passing the model data via network and so on.

I hope someone should be working on this issue ASAP! then you will get a credit!

Thursday, May 7, 2020

Logarithmic Depth Buffer


If your model is big then you should use logarithmic depth buffer like down below

renderer = new THREE.WebGLRenderer( { antialias: true, logarithmicDepthBuffer: true } );

or just scale down the models. :)


Wednesday, January 22, 2020

GLTF file format for google's ARCore

For now there are few maya exporter for GLTF. I tested 3 maya exporter and only one exporter works great for google viewer.

http://arvr.google.com/scene-viewer-preview

Above link is google viewer and you can drag gltf file(include textures, bin and so on)

The exporter that I used is

https://doc.babylonjs.com/resources/maya

Unfortunately using controller for animation was not working.


Task in UnrealEngine

 https://www.youtube.com/watch?v=1lBadANnJaw