It’s time to beta test the new model importer!
In this update, we’ve added support for glTF format.
Notes:
- We support both
.glb
and.gltf
formats. - We currently only export max one skeleton per file
- It supports skinning and animating meshes.
- It now supports multiple meshes per model
- Currently still uses one material for all meshes in a model
- Currently still only support world space vertices for skinned models
- Each file should still only contain one animation
- Added support for tanget space uv’s
We don’t support:
- multifile glTF files (i.e. no external buffers!)
- embedded textures (we have our own way of handling textures)
Breaking change
The .animationset file format now requires you to select a skeleton.
This allows us to keep all our internal bone indices optimized.
Note that if you save your files with this editor version, it won’t open in an older editor. It is a single line change in the format though, so it’s easy to revert any changed files.
Near future updates:
- Allowing more than one material per model (it’s in design phase)
Model Wishlist
We also have some other useful items on our wishlist for 3D models:
- Frustum culling
- Calculate AABB’s based on current pose
- Suppport skinning + instancing on GPU
- Animation retargeting
- Add basic animation compression.
- Add support for external compression (e.g. https://github.com/nfrechette/acl)
- Preview animations in the editor
- Support IK
- Increased support for material properties (e.g. import PBR settings from .gltf)
Code details:
For the interested, and perhaps future contributors, we’ve created a new modelimporter.jar
that we use both in Bob.jar and in the Editor. This plugin will makes easier for us to add new formats using C++ libraries, and then present it through our pipeline. See our internal library modelc
for code details.
For the glTf support, we’ve used the same importer as Roblox uses, by Johannes Kuhlmann (Twitter: @j66k) cgltf.h.
Testing
Collada support
Although we now consider the colada support deprecated, we still need it to function as before.
If you have a project using colada models, then it would be good if you could test it to see that everything still works as expected.
glTF support
Everything should work as before, but we’ve just added another file format.
Note the limitation of only currently only using one material on all the meshes in the model.
Links
Here are the links to the current beta version:
- https://d.defold.com/archive/dev/1aa8c581af20e09605957ebf707ad716553cffa2/dev/editor2/Defold-x86_64-linux.zip
- https://d.defold.com/archive/dev/1aa8c581af20e09605957ebf707ad716553cffa2/dev/editor2/Defold-x86_64-win32.zip
- https://d.defold.com/archive/dev/1aa8c581af20e09605957ebf707ad716553cffa2/dev/editor2/Defold-x86_64-darwin.dmg
Update 2022-09-25:
- Fixed issue where the animation set wasn’t detected
Update 2022-09-12:
- Fixed issue with missing selectable animation in drop down menu for single animations
- Fixed crash when blending no animation with a new animation
Update 2022-09-03:
- Fixed rendering of models in the editor
- Fixed issue of top transform for imported model
- Fixed issue of an animated model affecting other models
Update 2022-08-31:
- Fixed issue with editing the
.animationset
resource - Added tangent, color and texcoord1 to vertex format. (WIP. Not used in default shader)
Update 2022-08-27:
- Added a fix for Collada models not showing correctly
- Added a fix for non-animated models not showing correctly
- Fixed a crash