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Hi, the limitation you're facing is known (see #351). A colleague of mine has a solution in active development. I plan to have a look at it no sooner than in 2 to 4 weeks. Regarding question 1: Regarding question 2: hth |
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I have some use cases to include in this discussion. Please help me to find a solution for my requirements.
1 Using gltFast package, i am successfully downloading glb (skinnedmeshes) file from the server and applying on my avatar perfectl. All of my parts of skin of avatars are applied with the bones i have. And all parts are perfectly working while animation running.
2 Now the second point is, I am exporting customized avatar which have some runtime glb parts applied on it.
I used SimpleExport and AdvanceExport methods to export this avatar as GLB. BUT these two methods are not adding textures on exported GLB nor adding blendshapes data if any part has on it.
`
// here is the methods
public async void AdvancedExport(GameObject avatar, string fileName)
{
Here is the result of point 2:
3 Due to false result, i decided to use UnityGLTF exporting logics into my project. I integrated the logics of UnityGLTF for exporting customized avatar. It has given me very good results. It has applied textures and materials. It also added the blendshapes in some skinnedmeshes which has blendshapes.
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// here is the methods
internal void ExportGLB(GameObject gameObject, string fileName)
{
`
Here is the result of point 3:
So difference is:
The exported GLB by using point 3 is good to go if we use the glb in unity. but if we import into Unreal Engine 5. It shows the following errors and in some exported with blendshapes data crashes UE5.
Question 1: Runtime importing with gltFast package is very good, but exporting at runtime is not perfect. How to use glb exporting at runtime perfectly? Will the exported GLB working on unreal and other engine as standard glb ?
Question 2: UnityGLTF (Khronos) is giving very good exporting at runtime but when the blendshapes comes in, it export the glb but its not working in UE (working in Unity only). If we view it online it shoes errors. it also crashes UE while importing this glb. What to do with export?
I just wanted to import glbs at runtime any skinnedmeshes either its has blendshapes or not. After this, i only wanted to export the game object having multiple skinnedmeshes applied at runtime with good texturing and materials as well as it should add blendshape perfectly, The last i wanted my exported GLB must be useable in any platform or engine or tools without having problem in it.
Please guide me if anyone have the solution for my requirements. Thanks.
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