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Ways to contribute to glTF #456

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pjcozzi opened this issue Oct 19, 2015 · 62 comments
Open
1 task done

Ways to contribute to glTF #456

pjcozzi opened this issue Oct 19, 2015 · 62 comments
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@pjcozzi
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pjcozzi commented Oct 19, 2015

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

  • Export glTF from Blender, Maya, etc.
  • Convert popular formats to glTF.
  • Provide patches and bug reports for COLLADA2GLTF.
  • Optimize glTF assets, e.g., texture atlas, batching, etc. Contribute to gltf-pipeline.
  • Add glTF support to Assimp.
  • Add glTF output for fbx-conv

Runtime

  • Simple minimal loader for WebGL, OpenGL ES, OpenGL, Vulkan, D3D, etc.
  • Use glTF in your engine!
  • Helper libraries for loading glTF, e.g., decompression extension.
  • Add glTF loader to GitHub.

Documentation

Extensions

  • Implement and propose extensions to the core spec.

Models

If you want us to spread the word about your glTF work, leave a comment here or email Patrick Cozzi, [email protected].

@vinjn
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vinjn commented Oct 21, 2015

I have a WIP project assimp2gltf
https://github.com/vinjn/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.

@pjcozzi
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pjcozzi commented Oct 21, 2015

@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

@hadronized
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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).

@pjcozzi
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pjcozzi commented Oct 21, 2015

@phaazon sounds cool! Let us know when it is ready and we'll list it here.

glTF uses constants instead of strings since they are the easiest thing for the runtime to use. See #96.

@hadronized
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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.

@vinjn
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vinjn commented Oct 21, 2015

@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.

@games
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games commented Oct 21, 2015

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 :)

@pjcozzi
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pjcozzi commented Oct 21, 2015

@games yes, please update and let us know when your engine supports 1.0!

@kimkulling
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Hi,

AssetImporterLib will create a new importer for you. See assimp/assimp#673

@pjcozzi
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pjcozzi commented Oct 31, 2015

@kimkulling great news! This is exciting. Let me know if you have any questions on the spec or need sample code.

@pjcozzi
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pjcozzi commented Nov 9, 2015

@kimkulling do you plan to write a glTF exporter for assimp as well? That would be really useful for the WebGL community.

@erlend-sh
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I suggest you add to "Content Pipeline Tools":

@pjcozzi
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pjcozzi commented Nov 25, 2015

@erlend-sh added! Thanks for bringing this project to our attention.

@kimkulling
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Exporter would be a great thing, but let start with the importer first :-).

@kimkulling
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Thanks to Otger Rogla we have a first experimental glTF-Loader in Asset-Importer-Lib!

@pjcozzi
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pjcozzi commented Nov 27, 2015

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?

@vinjn
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vinjn commented Nov 28, 2015

Thanks @otgerp @kimkulling! That's super fast.

@vinjn
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vinjn commented Dec 21, 2015

A new C++ loader
https://github.com/syoyo/tinygltfloader

@pjcozzi
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pjcozzi commented Dec 21, 2015

A new C++ loader https://github.com/syoyo/tinygltfloader

Thanks for sharing! This is great, @syoyo!

@syoyo
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syoyo commented Jan 4, 2016

Cool!

@pjcozzi
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pjcozzi commented Jan 5, 2016

@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.

@kimkulling
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Yes we can ☺. Thanks for the read me update.

Patrick Cozzi [email protected] schrieb am Di., 5. Jan. 2016 15:13:

@kimkulling https://github.com/kimkulling @otgerp
https://github.com/otgerp I just came across assimp/assimp#699
assimp/assimp#699! So assimp can export glTF
now too, right? Wow! I will update the glTF README.md.


Reply to this email directly or view it on GitHub
#456 (comment).

@vinjn
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vinjn commented Jan 8, 2016

@jratcliff63367
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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.

@donmccurdy
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Does GLTF already have a fully fledged physics asset data definition?

@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

@sbtron
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sbtron commented Sep 13, 2017

As per this tweet - https://twitter.com/C4gIo/status/907267375392624641
This project is being developed as a glTF importer for UE4 https://github.com/code4game/libgltf

@pjcozzi
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pjcozzi commented Sep 15, 2017

@jratcliff63367 any contributions you make to the glTF community are much appreciated!

Please email me - [email protected] - if you would like to join any of the weekly Khronos glTF calls to discuss physics, UE4, or anything else.

@pjcozzi
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pjcozzi commented Oct 3, 2017

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!

@ousttrue
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I am writing a unity project.
I am focusing on humanoid model.

https://github.com/ousttrue/UniGLTF

humanoid

@pjcozzi
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pjcozzi commented Jan 22, 2018

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.

@sbtron
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sbtron commented Jan 24, 2018

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.

@donmccurdy
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donmccurdy commented Jan 26, 2018

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.

@nickkraakman
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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

@pjcozzi
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pjcozzi commented Mar 2, 2018

@nickkraakman very cool and thanks for sharing, I made a note in this issue: #1058 (comment)

@funfoo
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funfoo commented Mar 6, 2018

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,
Sylvain Huet

@huxingyi
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huxingyi commented May 1, 2018

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.

@gildor2
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gildor2 commented Sep 11, 2018

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,
Konstantin

@pjcozzi
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pjcozzi commented Sep 12, 2018

@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?

@kestrelm
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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

@jeyashankher
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jeyashankher commented Feb 19, 2019

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:
  • V-Ray for 3DS Max support (we have a machine learnt algorithm to convert from V-Ray workflow to Metallic Roughness)
  • Maya StingRay
  • 3DS Max Physical Material, currently it is similar to BabylonJS export. We do plan to move to the native Physical Material workflow.
  1. We support a few automatic integrations for texture creation and optimization
  • Auto generate ORM texture
  • Bump to Normal maps, Auto generated transparent maps
  • Automatic image compression

We currently take in as input a single embedded binary FBX file to generate glTF.

@vpenades
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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.

@emackey
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emackey commented Mar 1, 2019

@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!

@vpenades
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vpenades commented Apr 4, 2019

@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

@emackey
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emackey commented Apr 8, 2019

Added in #1594

@patriciogonzalezvivo
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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

@khyveasna
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Jan giving me a chance to get

@mikikg
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mikikg commented Jan 24, 2020

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.

@hakanai
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hakanai commented Jul 21, 2020

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.

@Lilothestitch16
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Hi. Will there be a GLTF Importer to 3ds Max?

@javagl
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javagl commented Jul 7, 2024

@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.

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