Product Chat / New GLTF in G.G.

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Blacknyt46
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Posted: 18th Nov 2018 01:02
Will I need to use other programs? Just to get my asset's and such into g.g.? Or will the new gltf cover everything I need? I tried to get an asset into g.g. several times. And did not achieve anything. I been picking up on blender lately. And things are starting to look up for me. But, when it comes to getting my asset's into g.g. FBX. X.files Forget it! I hope this GLTF will resolve this problem.
Jim C
Jerry Tremble
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Posted: 18th Nov 2018 01:12
What programs beside Blender do you have? Direct x shouldn't be a problem usually. FBX can be a mess because there are simply so many iterations of it (annual updates/changes and then pretty much every exporter doing it's own interpretation of it). I avoid FBX whenever I can, but the new updates have offered much improvement over the past that I've seen. I'm not familiar with GLTF. Never even heard of it 'til Lee mentioned it. I certainly wouldn't go converting assets to that format in a vain attempt to get them into GG.
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Blacknyt46
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Posted: 18th Nov 2018 01:49
Jerry T. I went over to the Sketchfab store and downloaded a free asset. I then converted the Fbx. to x. using blender after unwrapping it. I tried and tried to get it into g.g. Do I need another program? I'm new to this sort of thing. It's my 2nd crack at it. Lol I never heard of GLTF either.
Jim C
Jerry Tremble
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Posted: 18th Nov 2018 02:01
So they are just fbx files? I'll have to check it out. Exporting from blender should be pretty straight forward. Sometimes normals are reversed. Are you using GG's importer? That's what I usually use simply because I'm too lazy to copy an fpe file and make the necessary changes. Are you getting some kind of error in GG or just no model? Don't worry, we'll get to the bottom of your issue! Lots of other help around here if I can't figure it out.
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Earthling45
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Posted: 18th Nov 2018 06:15
Quote: "“The world has long needed an efficient, usable standard for 3D scenes that sits at the level of common image, audio, video, and text formats. Not an authoring format, or necessarily a format you would use for a hyper optimized platform specific application, but something at home on the internet, capable of being directly created and consumed by many different applications”"

https://en.wikipedia.org/wiki/GlTF

Can you place a link to the asset on sketchfab? maybe we can help you with it.
Belidos
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Posted: 18th Nov 2018 10:40 Edited at: 18th Nov 2018 10:41
I'll be checking out GITF, but if what I've been hearing about it is true I very likely won't use it for game assets, from what ive been hearing in various gaming and modeling communities it's not going to be very good for games assets, apparently it's design for using in rendered scenes for animation and video and won't be very well optimized for gaming.

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Jerry Tremble
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Posted: 18th Nov 2018 11:50 Edited at: 18th Nov 2018 11:51
Quote: "apparently it's design for using in rendered scenes for animation and video and won't be very well optimized for gaming."


From what I've seen on sketchfab, that would seem to be the case, of course, what I saw was up to the particular artist. Some of the models could easily have been done in a few hundred polys, but had well over 100k, lol. Kinda like looking at Poser/DAZ models without the quality. Found a nice looking potato, though! 6X the polygons of the one in the medieval pack, however, lol. GG potatoes on the left.
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Blacknyt46
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Posted: 18th Nov 2018 17:49
Nice Jerry. Lol The model I downloaded had animation. I really don't know what I'm doing yet. Or if something is just messed up? I'm going to keep trying though. I even tried to get a character from makehuman into g.g. No luck with that one either Lol.
Jim C

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Jerry Tremble
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Posted: 18th Nov 2018 20:03
From what I can tell, that isn't a valid .fbx file. I tried several programs (including Milkshape, which I totally forgot about), and nothing recognized it. What did you use to convert it?
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Blacknyt46
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Posted: 18th Nov 2018 23:29
Jerry, I used blender to convert it.
Jim C
Jerry Tremble
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Posted: 18th Nov 2018 23:57 Edited at: 19th Nov 2018 00:27
I just downloaded the sketchfab plugin for Blender. Was your original format GLTF? I noticed that the plugin doesn't support animations yet. Do you have the original file? Better yet eve, do you have a link to the original file? This plugin apparently only imports over the internet. There doesn't seem to be any way to import locally.
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Blacknyt46
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Posted: 19th Nov 2018 01:30
Jerry Tremble
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Posted: 19th Nov 2018 02:42
After some conversion, I got the gltf into Blender as a CAD file, lol, but no animation data was there. Cool looking but strange model! His fbx file is not recognized by anything I have, so I really wonder about that. Also, there doesn't appear to be any UV mapping, but I could have lost that in the CAD conversion I guess, I don't really know. I'm sorry to say I think I've taken this as far as I can. Perhaps someone else will take a look! I am curious! Maybe I'll think of something overnight.
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Blacknyt46
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Posted: 19th Nov 2018 06:04 Edited at: 19th Nov 2018 06:11
Jerry I gave up on that model. I was having the same issues. No uv mapping. Lol But the animations did show up for me in Blender. As far as getting it into g.g. though? No go! Thanks for your help I appreciate it. By the way, I did get a free Pyramid model from sketchfab into g.g. It was a blend file. I then converted it to fbx. and bingo, it almost worked! I could not figure out the texture thing though. So I downloaded a free texture and added that to it. I'm still in this beginner's learning phase.
Jim C

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Corno_1
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Posted: 19th Nov 2018 13:57
Quote: "I'll be checking out GITF, but if what I've been hearing about it is true I very likely won't use it for game assets, from what ive been hearing in various gaming and modeling communities it's not going to be very good for games assets, apparently it's design for using in rendered scenes for animation and video and won't be very well optimized for gaming."

It is optimized for gaming, but it should be a standard, so you can not optimize it only for performance. GG will still use the dbo format ingame, so there should be not a big difference.

I found a gdot article on the new gltf2-format where they show why it is better than other formats: https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
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Jerry Tremble
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Posted: 19th Nov 2018 16:29
The importer in Blender wouldn't let me sign into my account and you have to be logged in to import. Stupid requirement for a Blender plugin if you ask me, so that's why I went through the roundabout conversion process last night, lol. I still can't get it to log me in today. Oh, well, I'll keep poking at it until nap time.
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Jerry Tremble
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Posted: 19th Nov 2018 17:28 Edited at: 19th Nov 2018 17:28
I was using Blender 2.79 with the sketchfab plugin assuming it would work because that's what it was developed in and 2.8 is still in beta. Anyway, it worked in 2.8 with animations. However, the Directx exporter apparently no longer works in 2.8! Also, the fbx exporter did export some animation, but it was all messed up. I even tried saving as .blend file and opening it up in an older version of Blender, but that didn't work, either. I think this was just a matter of wrong model with bad timing on Blender versions. Sadly, I'm thinking short term at least, many of these gltf models are going to give us the same grief. Best to stick with another format at least for now with Blender. I am still curious about his fbx file though.

On a side note, I do not like the new Blender interface. My mind is feeble enough right now!
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Belidos
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Posted: 19th Nov 2018 17:38
Quote: "On a side note, I do not like the new Blender interface. My mind is feeble enough right now!"


Absolutely agree with you .. you do have a feeble mind ... haha just kidding, i'm not keen on the new blender interface at all, it's like they want to go from being able to make quick clean models to taking twice as long to do half the work.

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Jerry Tremble
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Posted: 19th Nov 2018 18:51
Seriously, I can barely remember what I did an hour ago, lol. Anyway, I HAVE FINALLY MADE PROGRESS! I remembered that Blender really seems to like collada for animation (thank you Fuse), so I exported in that format and opened it in an older version and then exported as directX. Now have it in GG and it should have animations as well, since they were in UU3D. Now I just gotta sort out the textures and some normals and I should be alright! Sometime today hopefully.
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Belidos
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Posted: 19th Nov 2018 19:06 Edited at: 19th Nov 2018 19:10
Quote: "Blender really seems to like collada for animation"


Yet, according to the article Corno posted, in the section talking about Collada it says;

"Blender (willingly or unwillingly) worked against the format by adopting an incomplete exporter."

except we all know that Blender is one of the very few 3D modellers that actually had a complete exporter and import/export collada better than nearly all the other modelling programs, mainly because one of the previous revamps of Blender was actually built around Collada because they wanted it to be the Blender standard.

It also says the same thing about 3DS max, yet the collada exporter for Max was written by the guy who developed Collada, and is developing GLTF, was he sabotaging his own work? O.o

Makes you wonder what else they got wrong in that article tbh

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Blacknyt46
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Posted: 20th Nov 2018 02:12
Blender is tough enough. But to change its interface? Maybe I should try something a little easier. If there is such thing? Does anyone have any suggestions? Something that JUST works? Jerry T, I spent way too much time on trying to get an asset into g.g. Time that I don't have much of these day's. More power to you, if you do get that asset working. Please let us know. I am aware that Lee has someone working on the importer. So hopefully someday we will be able to just drop media into g.g. with out all the different software. And let's hope that the new GLTF works out for all of us.
Jim C
samoh
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Posted: 20th Nov 2018 03:15
Some people find Blender for Artists to be easier to use than standard Blender.

https://www.bforartists.de/

An older program that is still in use by some is TrueSpace.

Works with DDS, Dae and X files. Works on Win10.

http://truespace3d.free.fr/index.php/truespace-7-6/



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Jerry Tremble
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Posted: 20th Nov 2018 03:40
The new Blender (2.8) interface would probably be fine for someone not already familiar with Blender or someone with time to learn all those icons. I am also somewhat handicapped as I have a lot of harsh drugs going through me that make it really hard to focus on anything. I don't really have the capacity to learn very much that's new, lol. Anyway, using Blender 2.8 as a launching point and doing the real format conversion in an older version does seem to work, so I think it's doable. Unfortunately, however, I have it in GG with an animation. One animation. For some reason not all of the animations carry over and I don't know why!
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Blacknyt46
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Posted: 20th Nov 2018 17:41
Quote: " I am also somewhat handicapped as I have a lot of harsh drugs going through me that make it really hard to focus on anything."
I'm in the same boat. My eye's are getting bad now. So I have to enlarge everything. Lol Here's to good health! Cheers
Jim C
Blacknyt46
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Posted: 21st Nov 2018 16:54
Thanks samoh, I'll give it a look.
Jim C
Jerry Tremble
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Posted: 21st Nov 2018 17:02 Edited at: 21st Nov 2018 17:15
Pretty sure Truespace won't support GLTF. Development stopped on that when, a decade ago? Pretty safe bet Blender for Artists doesn't, either, seeing how the whole Blender version is in beta. Just a thought.
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