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Exporter Ecosystem Matrix and Checklist #1271

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robertlong opened this issue Mar 2, 2018 · 44 comments
Open
20 tasks

Exporter Ecosystem Matrix and Checklist #1271

robertlong opened this issue Mar 2, 2018 · 44 comments
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@robertlong
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robertlong commented Mar 2, 2018

Currently we have a number of glTF exporters with partial support for glTF 2.0. It would be great if we could help artists find the right exporter for their pipeline and required features. We'd also like to help developers find the best projects for them to contribute to.

I'm compiling a matrix of exporters and their supported features. I could use the help of the community in building this matrix. I've created an exporter feature checklist for people to fill out and submit in this thread. I'll add it to the matrix and we can update it as these exporters mature. Hopefully, this pushes people to fill in the missing pieces of these exporters and we can enjoy a more robust exporter ecosystem.

Please let me know if there are items that should be added, removed, or changed in this list. My intention is to keep it high level enough that it isn't information overload, but detailed enough that you can find out if the exporter will work for you. Thank you!

glTF Exporters

Exporter Name .gltf/.bin .glb Morph Targets Skinned Mesh Buffer View and Accessor Reuse Mesh Instancing PBR Metallic Roughness PBR Specular Glossiness (Extension) Unlit Material (Extension) Additional Maps Multiple UV Sets Alpha Double Sided Materials Cameras Animation (TRS) Animation (Weights) Animation (Multiple) Draco Mesh Compression (extension) Extras Data Asset Info
glTF-Blender-Exporter ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ⚠️ ✔️ ✔️ ✔️ ✔️ ✔️
FBX2glTF ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️️ ⚠️
blendergltf ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
obj2gltf ✔️ ✔️ ⚠️ ⚠️ ✔️ ✔️
Babylon.js 3dsMax gltf exporter ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Babylon.js Maya gltf exporter ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Maya2glTF ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
UnityGLTF ⚠️ ✔️ ✔️ ✔️ ✔️ ⚠️
Sketchup glTF Export ⚠️ ✔️ ✔️ ✔️ ⚠️
COLLADA2GLTF ✔️ ✔️ ✔️ ⚠️ ⚠️ ✔️ ✔️ ✔️ ✔️ ✔️

Key:

  • ✔️ Full support
  • ⚠️ Partial Support
  • ❌ No Support
  • ❔ Needs Data

glTF Exporter Checklist

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
    The exporter can output a .gltf file, a .bin file, and images for each of the textures.
  • Binary Export (.glb)
    The exporter can output a single .glb file containing the glTF JSON data, buffer data, and textures.
  • Morph Targets
    The exporter outputs morph target information via primitive.targets and primitive.weights. This does not include animation of the weights.
  • Skinned Mesh
    The exporter outputs skins using the inverseBindMatrices, joints, and skeleton properties as well as the JOINTS and WEIGHTS vertex attributes.
  • Buffer View and Accessor Reuse
    The exporter reuses buffer views and accessors whenever possible. Ex. Vertex attributes are packed into a single buffer view and meshes with the same geometry, but different materials reuse accessors.
  • Mesh Instancing
    When multiple nodes have the same mesh, the exporter exports a single mesh definition and references it in each node.
  • PBR Metallic Roughness Material
    The exporter outputs the correct factors and textures for the pbrMetallicRoughness material.
  • KHR_matrials_pbrSpecularGlossiness
    The exporter outputs the correct factors and textures for the pbrSpecularGlossiness material.
  • KHR_material_unlit
    The exporter supports exporting unlit materials. The material has the correct fallback values.
  • Additional Maps
    The exporter outputs the correct factors and textures for the normal, occulsion, and emissive maps.
  • Multiple UV Sets
    The exporter can output materials which use multiple UV sets.
  • Alpha Coverage
    The exporter outputs the correct alphaMode, alphaCutoff and alpha value for the given material.
  • Double Sided Material
    The exporter can specify whether or not the material is double sided and outputs the correct doubleSided value.
  • Cameras
    The exporter supports exporting both perspective and orthographic cameras.
  • Animation (TRS)
    The exporter supports exporting animations of the translation, rotation, and scale properties of nodes. This includes joints in skinned meshes.
  • Animation (Weights)
    The exporter supports exporting animation of morph target weights.
  • Animation (Multiple)
    The exporter supports exporting multiple animations.
  • KHR_draco_mesh_compression
    The exporter supports exporting compressed meshes via the Draco mesh compression library.
  • Extras Data
    The exporter allows you to specify extras data on (at minimum) node objects for adding application specific metadata.
  • Asset Information
    The exporter outputs the correct glTF version, the generator name, and allows you to specify the copyright field.

Post template

# Exporter Name
- [ ] JSON Export (.gltf, .bin, .png/.gif/.jpg)
- [ ] Binary Export (.glb)
- [ ] Morph Targets
- [ ] Skinned Mesh
- [ ] Buffer View and Accessor Reuse
- [ ] Mesh Instancing
- [ ] PBR Metallic Roughness Material
- [ ] KHR_matrials_pbrSpecularGlossiness
- [ ] KHR_material_unlit
- [ ] Additional Maps
- [ ] Multiple UV Sets
- [ ] Alpha Coverage
- [ ] Double Sided Material
- [ ] Cameras
- [ ] Animation (TRS)
- [ ] Animation (Weights)
- [ ] Animation (Multiple)
- [ ] KHR_draco_mesh_compression.
- [ ] Extras Data
- [ ] Asset Information

If a feature is missing, please try to provide some details. If it has partial or no support please indicate that. Linking to specific Github issues would be even better!

@donmccurdy
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donmccurdy commented Mar 2, 2018

That is a beautiful and ambitious matrix you have created. 😁

Could I request an extra column for multiple animations? Sadly it is painfully missing from nearly all of these. I might also vote to remove the Draco column, as it feels like something that could be more effectively implemented as a post-optimization rather than in each exporter.

@donmccurdy
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donmccurdy commented Mar 2, 2018

glTF-Blender-IO

  • ✔️ JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • ✔️ Binary Export (.glb)
  • ✔️ Morph Targets
    (generally works well, but a few issues)
  • ✔️ Skinned Mesh
    (certain workflows, e.g. parenting to bones, must be avoided)
  • ✔️ PBR Metallic Roughness Material
  • ✔️ KHR_matrials_pbrSpecularGlossiness (requires custom Cycles node)
  • ✔️ KHR_material_unlit
  • ✔️ Additional Maps
  • ✔️ Alpha Coverage
  • ✔️ Double Sided Material
  • ✔️ Cameras
  • ✔️ Animation (TRS)
  • ✔️ Animation (Weights)
  • ✔️ Animation (Multiple)
  • ✔️ KHR_draco_mesh_compression (export only)
  • ✔️ Extras Data
  • ✔️ Asset Information

(NOTE: Maintainers please feel free to edit this comment if it needs correction, to keep the comment churn limited.)

@zellski
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zellski commented Mar 2, 2018

From memory, this is FBX2glTF, but feel free to edit the borderline cases as you like:

FBX2glTF

  • ✔️ JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • ✔️ Binary Export (.glb)
  • ✔️ Morph Targets
  • ✔️ Skinned Mesh
  • ✔️ PBR Metallic Roughness Material
  • ❌ KHR_matrials_pbrSpecularGlossiness
    • (support recently removed, as there's no existing natural source of such materials in the FBX world that I know of)
  • ✔️ KHR_material_unlit
  • ✔️ Additional Maps
  • ✔️ Alpha Coverage
    • (only blend/opaque -- not sure FBX materials have test?)
  • ❌ Double Sided Material
    • (not sure FBX materials have this?)
  • ✔️ Cameras
  • ✔️ Animation (TRS)
  • ✔️ Animation (Weights)
  • ❌ Animation (Multiple)
  • ✔️ KHR_draco_mesh_compression.
  • ❌ Extras Data
    • (this seems tricky to do in a general way -- why node especially?)
  • ⚠️ Asset Information
    • (option to set copyright is a great idea, will fix)

@Kupoman
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Kupoman commented Mar 3, 2018

blendergltf

  • ✔️ JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • ✔️ Binary Export (.glb)
  • ✔️ Morph Targets
  • ✔️ Skinned Mesh
  • ✔️ PBR Metallic Roughness Material
  • ❌ KHR_matrials_pbrSpecularGlossiness
  • ✔️ KHR_material_unlit
  • ✔️ Additional Maps
  • ✔️ Alpha Coverage
  • ✔️ Double Sided Material
  • ✔️ Cameras
  • ✔️ Animation (TRS)
  • ✔️ Animation (Weights)
  • ✔️ Animation (Multiple)
  • ❌ KHR_draco_mesh_compression.
  • ✔️ Extras Data
  • ✔️ Asset Information

edit: Added support for KHR_materials_unlit and control of the doubleSided material option.
edit: Added "Animation (Multiple)"
edit: Update Alpha Coverage status to supported

@emackey
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emackey commented Mar 3, 2018

@donmccurdy I updated the doubleSided one to say:

⚠️ Double Sided Material (requires custom Cycles node, doesn't use Blender's own flag)

@robertlong
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I updated the matrix, added the multiple animations column, and edited the comments.

@donmccurdy and @Kupoman could you fill in the multiple animations item in your checklists? I think it's missing from both of those exporters, but I could be wrong.

@zellski the extras data on node is useful for application specific behavior that doesn't belong in an extension. I think it's hard to do in a general way to all the glTF properties, but node seems like it would be the easiest and most useful.

@donmccurdy I'd rather keep the Draco column. I think it's useful to be able to export an optimized asset directly from an exporter. Not all of them will implement the extension and when they don't users can use the glTF pipeline tool or some Draco compression tool.

@donmccurdy
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donmccurdy commented Mar 5, 2018

@donmccurdy and @Kupoman could you fill in the multiple animations item in your checklists?

I've updated both — blendergltf supports multiple animations, and support is in progress for the Khronos exporter.

@donmccurdy I'd rather keep the Draco column.

Ok, sounds good.

@donmccurdy
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obj2gltf

  • ✔️ JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • ✔️ Binary Export (.glb)
  • ❌ Morph Targets
  • ❌ Skinned Mesh
  • ⚠️ PBR Metallic Roughness Material
    OBJ does not have PBR materials, approximate conversion available.
  • ⚠️ KHR_matrials_pbrSpecularGlossiness
    OBJ does not have PBR materials, approximate conversion available.
  • ❌ KHR_material_unlit
  • ✔️ Additional Maps
  • ✔️ Alpha Coverage
  • ❌ Double Sided Material
  • ❌ Cameras
  • ❌ Animation (TRS)
  • ❌ Animation (Weights)
  • ❌ Animation (Multiple)
  • ❌ KHR_draco_mesh_compression.
  • ❌ Extras Data
  • ❌ Asset Information

@pjcozzi
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pjcozzi commented Mar 7, 2018

Any chance the following folks could chime in on their glTF exporter capabilities?

Thanks, it is deeply appreciated! 👏

@deltakosh
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Sure thing!

@deltakosh
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deltakosh commented Mar 7, 2018

Babylon.js 3dsMax gltf exporter

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • PBR Metallic Roughness Material
  • KHR_matrials_pbrSpecularGlossiness
  • KHR_material_unlit
  • Additional Maps
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression.
  • Extras Data
  • Asset Information

@deltakosh
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deltakosh commented Mar 7, 2018

Babylon.js Maya gltf exporter

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • PBR Metallic Roughness Material
  • KHR_matrials_pbrSpecularGlossiness
  • KHR_material_unlit
  • Additional Maps
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression.
  • Extras Data
  • Asset Information

@pjcozzi
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pjcozzi commented Mar 7, 2018

Very nice, thank you kindly @deltakosh!

@ziriax
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ziriax commented Mar 7, 2018

Maya2glTF exporter

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • PBR Metallic Roughness Material
  • KHR_matrials_pbrSpecularGlossiness
  • KHR_material_unlit
  • Additional Maps
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression.
  • Extras Data
  • Asset Information

Details

  • Fully supports and exports Khronos PBR shader, ported to Maya GLSL material
  • Merges metallic, roughness, occlusion into a single texture
  • Handles mirrored UVs (bitangent sign)
  • Supports alphaMode only, no cutoff yet
  • Always bakes animation so all Maya constraints and modifiers can be used
  • Reconstructs different hierarchy based on selection
  • Can use a MikkTspace for generating tangents
  • Converts standard Maya materials to PBR (partially)
  • Supports 16- and 32-bit indices
  • Blend shapes are reconstructed by sampling the output meshes, allowing subdivision modifiers and complex graphs
  • Allows specification of attributes that should be exported

Short term backlog (coming weeks)

  • adding extra glTF nodes to support Maya’s segment scale compensation
  • support for Trax clips
  • MEL user interface

Long term:

  • support for shearing by introducing extra nodes and using SVD
  • qtangents (requires extension)
  • exporting scaling and quaternions in log domain (requires extension)
  • dual quaternions/projective_geometric_algebra skinning
  • custom Maya blend shape modifier to blend custom normals
  • DirectX shader
  • unit and regression tests
  • continuous integration

Desired pull requests

  • porting to MacOS and Linux, using CMake
  • support for Draco compression

@donmccurdy
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Thanks @ziriax! Would you mind editing to match the template (and then add any notes inline or below that)? 😇

@robertlong
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Updated the matrix. Thanks everyone!

@ziedbha
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ziedbha commented Mar 12, 2018

UnityGLTF

  • ⚠️ JSON Export (.gltf, .bin, .png)
  • ❌ Binary Export (.glb)
  • ❌ Morph Targets
  • ❌ Skinned Mesh
  • ✔️ PBR Metallic Roughness Material
  • ❌ KHR_matrials_pbrSpecularGlossiness
  • ❌ KHR_material_unlit
  • ⚠️ Additional Maps
    (normal maps are broken)
  • ✔️ Alpha Coverage
  • ✔️ Double Sided Material
  • ❌ Cameras
  • ❌ Animation (TRS)
  • ❌ Animation (Weights)
  • ❌ Animation (Multiple)
  • ❌ KHR_draco_mesh_compression.
  • ❌ Extras Data
  • ⚠️ Asset Information
    (no copyright information)

Looking to fix some bugs with texture exporting and accessor information soon.

@donmccurdy
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donmccurdy commented Mar 12, 2018

/cc @CentaurMare

@CentaurMare
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CentaurMare commented Mar 12, 2018

Sketchup glTF export

⚠️ JSON Export (.gltf, .bin, .png)
(Creates .gltf embedded, does not write external .bin/.png files)
✔️ Binary Export (.glb)
❌ Morph Targets
❌ Skinned Mesh
❌ PBR Metallic Roughness Material
❌ KHR_matrials_pbrSpecularGlossiness
❌ KHR_material_unlit
❌ Additional Maps
✔️ Alpha Coverage
✔️ Double Sided Material
❌ Cameras
❌ Animation (TRS)
❌ Animation (Weights)
❌ Animation (Multiple)
❌ KHR_draco_mesh_compression.
❌ Extras Data
⚠️ Asset Information
(no copyright information)

Sketchup only supports diffuse materials (textured and non-textured), and doesn't support animations.

@pjcozzi
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pjcozzi commented Mar 14, 2018

@lasalvavida or @ziriax any chance you could provide input on COLLADA2GLTF for this capability matrix?

@lasalvavida
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Thanks for the reminder @pjcozzi, I'll try to get to this sometime this evening

@lasalvavida
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lasalvavida commented Mar 14, 2018

COLLADA2GLTF

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • PBR Metallic Roughness Material
    • ⚠️ Approximation since COLLADA doesn't have PBR
  • KHR_matrials_pbrSpecularGlossiness
    • ⚠️ Approximation since COLLADA doesn't have PBR
  • KHR_material_unlit
  • Additional Maps
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression
  • Extras Data
  • Asset Information

@donmccurdy
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Thanks @lasalvavida! One minor thing: I'm taking "Animations (Multiple)" to refer to grouping <animation_clip/> nodes into separate glTF animations, per KhronosGroup/COLLADA2GLTF#130. To my understanding COLLADA2GLTF does not support this quite yet.

@lasalvavida
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I'm taking "Animations (Multiple)" to refer to grouping <animation_clip/> nodes into separate glTF animations, per KhronosGroup/COLLADA2GLTF#130. To my understanding COLLADA2GLTF does not support this quite yet.

Makes sense, I'll uncheck it.

@ziriax
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ziriax commented Mar 20, 2018

@robertlong I updated the Maya2glTF matrix, the exporter now supports exporting blend-shapes and skinning. Can you update the main matrix please? Thanks!

@Kupoman
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Kupoman commented Mar 22, 2018

Fixed the problems with alpha coverage output in blendergltf. I have updated the status post to reflect these changes.

@donmccurdy
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The BabylonJS 3DS Max exporter is listed twice - is that a typo, or is there another tool we'd meant to link to?

@robertlong
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Yeah, thanks for catching that. I've removed the duplicate entry.

@pjcozzi
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pjcozzi commented Mar 30, 2018

@robertlong perhaps it is worth adding an N/A icon since some tools would never be able to check all the boxes since their input format, e.g., OBJ, doesn't support the features.

@pjcozzi
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pjcozzi commented Mar 30, 2018

Does anyone else want to chime in here?

Perhaps

@lasalvavida
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Update: double sided materials are supported in COLLADA2GLTF 2.1.1

@deltakosh
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deltakosh commented Jul 4, 2018

Update for Babylon/s maya exporter:

Babylon.js Maya gltf exporter

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • PBR Metallic Roughness Material
  • KHR_matrials_pbrSpecularGlossiness
  • KHR_material_unlit
  • Additional Maps
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression.
  • Extras Data
  • Asset Information

@robertlong
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Updated, thanks @deltakosh!

@pjcozzi
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pjcozzi commented Jul 7, 2018

@robertlong do you think these features should also be part of the table?

  • Multiple UV sets
  • Mesh instancing , including sharing an instance with different materials

@robertlong
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Thanks @pjcozzi, I've updated the matrix to include those columns. I haven't filled them in yet though. I'll need some help from the community.

including sharing an instance with different materials

How would you define an instance with different materials? I didn't know this was currently possible in glTF 2.0.

@donmccurdy
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donmccurdy commented Jul 9, 2018

How would you define an instance with different materials?

In three.js we try to assume this is the intention when two meshes reference the same accessors but different materials. The spec does not explicitly state any such relationship, and it gets complicated when multiple primitives are considered, but I think it's reasonable to encourage exporters to reuse accessors wherever possible. In any case, loaders should not have to compare vertex data to identify reused meshes.

EDIT: Related — https://gist.github.com/mattdesl/aea40285e2d73916b6b9101b36d84da8

@robertlong
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robertlong commented Jul 9, 2018

Thanks, yeah that makes sense.

Buffer reuse for vertex attributes is probably another best practice that may belong in here somewhere. Maybe I'll make a separate column for these two features. What do you think?

@donmccurdy
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Guessing you mean buffer views, not buffers, but yeah bufferview de-duplication — and generally not creating more bufferviews than necessary — could be reasonable to include here. I think they could be combined in a single column.

@robertlong
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Yeah, I meant buffer views. Cool, I'll add the column.

@donmccurdy donmccurdy changed the title Getting a better picture of the exporter ecosystem (glTF Exporter Matrix and Checklist) Exporter ecosystem (glTF Exporter Matrix and Checklist) Jan 24, 2019
@donmccurdy donmccurdy changed the title Exporter ecosystem (glTF Exporter Matrix and Checklist) Exporter Ecosystem Matrix and Checklist Jan 24, 2019
@alexkowel
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alexkowel commented Aug 29, 2019

Hi, thank you for making this list. We at Soft8Soft develop glTF exporters for 3ds Max and Blender.

Verge3D for 3ds Max

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • Buffer View and Accessor Reuse
  • Mesh Instancing
  • PBR Metallic Roughness Material
  • KHR_matrials_pbrSpecularGlossiness
  • KHR_material_unlit
  • Additional Maps
  • Multiple UV Sets
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression.
  • Extras Data
  • Asset Information

@alexkowel
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Verge3D for Blender

  • JSON Export (.gltf, .bin, .png/.gif/.jpg)
  • Binary Export (.glb)
  • Morph Targets
  • Skinned Mesh
  • Buffer View and Accessor Reuse
  • Mesh Instancing
  • PBR Metallic Roughness Material
  • KHR_matrials_pbrSpecularGlossiness
  • KHR_material_unlit
  • Additional Maps
  • Multiple UV Sets
  • Alpha Coverage
  • Double Sided Material
  • Cameras
  • Animation (TRS)
  • Animation (Weights)
  • Animation (Multiple)
  • KHR_draco_mesh_compression.
  • Extras Data
  • Asset Information

More info on how to use these exporters can be found here.

@thomlucc
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thomlucc commented Oct 8, 2019

Update for Babylon.js 3ds Max glTF Exporter Checklist:

[✔️] JSON Export (.gltf, .bin, .png/.gif/.jpg)
[✔️] Binary Export (.glb)
[✔️] Morph Targets
[✔️] Skinned Mesh
[✔️] Buffer View and Accessor Reuse
[✔️] Mesh Instancing
[✔️] PBR Metallic Roughness Material
[❌] KHR_matrials_pbrSpecularGlossiness
[❌] KHR_material_unlit
[✔️] Additional Maps
[✔️] Multiple UV Sets (Only supports up to 2 UV sets currently)
[✔️] Alpha Coverage
[⚠️] Double Sided Material (Only supported for 3dsMax Standard materials)
[✔️] Cameras
[✔️] Animation (TRS)
[✔️] Animation (Weights)
[✔️] Animation (Multiple) (Includes support for per-node animation selection)
[❌] KHR_draco_mesh_compression.
[❌] Extras Data
[⚠️] Asset Information (No support for copyright info yet)

Update for Babylon.js Maya glTF Exporter Checklist:

[✔️] JSON Export (.gltf, .bin, .png/.gif/.jpg)
[✔️] Binary Export (.glb)
[✔️] Morph Targets
[✔️] Skinned Mesh
[✔️] Buffer View and Accessor Reuse
[✔️] Mesh Instancing
[✔️] PBR Metallic Roughness Material
[❌] KHR_matrials_pbrSpecularGlossiness
[❌] KHR_material_unlit
[✔️] Additional Maps
[✔️] Multiple UV Sets (Only supports up to 2 UV sets currently)
[❌] Alpha Coverage
[❌] Double Sided Material
[✔️] Cameras
[✔️] Animation (TRS)
[✔️] Animation (Weights)
[✔️] Animation (Multiple)
[❌] KHR_draco_mesh_compression.
[❌] Extras Data
[⚠️] Asset Information (No support for copyright info)

@MiiBond
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MiiBond commented Oct 17, 2019

Adobe Dimension Export:

[✔️] JSON Export (.gltf, .bin, .png/.gif/.jpg)
[✔️] Binary Export (.glb)
[❌] Morph Targets
[⚠️] Skinned Mesh (Prerelease only)
[✔️] Buffer View and Accessor Reuse
[✔️] Mesh Instancing
[✔️] PBR Metallic Roughness Material
[❌] KHR_matrials_pbrSpecularGlossiness
[❌] KHR_material_unlit
[✔️] Additional Maps
[❌] Multiple UV Sets
[✔️] Alpha Coverage
[❌] Double Sided Material
[✔️] Cameras
[⚠️] Animation (TRS) (Prerelease only)
[⚠️] Animation (Weights) (Prerelease only)
[⚠️] Animation (Multiple) (Prerelease only)
[✔️] KHR_draco_mesh_compression.
[✔️] Extras Data
[✔️] Asset Information

Adobe Dimension Import:

[✔️] JSON Export (.gltf, .bin, .png/.gif/.jpg)
[✔️] Binary Export (.glb)
[❌] Morph Targets
[⚠️] Skinned Mesh (Prerelease only)
[✔️] Buffer View and Accessor Reuse
[✔️] Mesh Instancing
[✔️] PBR Metallic Roughness Material
[❌] KHR_matrials_pbrSpecularGlossiness
[❌] KHR_material_unlit
[✔️] Additional Maps
[❌] Multiple UV Sets
[✔️] Alpha Coverage
[❌] Double Sided Material
[✔️] Cameras
[⚠️] Animation (TRS) (Prerelease only)
[⚠️] Animation (Weights) (Prerelease only)
[⚠️] Animation (Multiple) (Prerelease only)
[✔️] KHR_draco_mesh_compression.
[❌] Extras Data
[❌] Asset Information

@pandaGaume
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pandaGaume commented Jun 29, 2021

Update for Babylon.js 3ds Max glTF Exporter Checklist:
[✔️] JSON Export (.gltf, .bin, .png/.gif/.jpg)
[✔️] Binary Export (.glb)
[✔️] Morph Targets
[✔️] Skinned Mesh
[✔️] Buffer View and Accessor Reuse
[✔️] Mesh Instancing
[✔️] PBR Metallic Roughness Material
[✔️] KHR_matrials_pbrSpecularGlossiness
[✔️] KHR_material_unlit
[✔️] Additional Maps
[✔️] Multiple UV Sets (Only supports up to 4 UV sets currently)
[✔️] Alpha Coverage
[⚠️] Double Sided Material (Only supported for 3dsMax Standard materials)
[✔️] Cameras
[✔️] Animation (TRS)
[✔️] Animation (Weights)
[✔️] Animation (Multiple) (Includes support for per-node animation selection)
[❌] KHR_draco_mesh_compression.
[❌] Extras Data
[⚠️] Asset Information (No support for copyright info yet)
[❌] KHR_material_clearcoat (planned 5.0)
[❌] KHR_material_sheen (planned 5.0)
[❌] KHR_material_transmission (planned 5.0)

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