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Imported scene throws several errors as currently there is no support for .metaversefiles, so anything other than the .glb model url, throws errors #28
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I think adding legacy support for the older format will resolve issue. Below I have added some legacy GLTF converters. The metaverse file is loading the asset from github pages. To load an asset you upload the glb file in github, set the start url to the glb file, publish to github pages, and presto metaverse file should be supported. Here are docs on assets: Screenshot SystemThe Screenshot component is used by the Screenshot.html file; it uses url params as inputs and outputs the screenshot to the url specified. Usage #https://app.webaverse.com/screenshot.html?url=https://webaverse.github.io/assets/male.vrm&ext=vrm&type=png Output #Output screenshot will be posted back to the calling service. Architecture#Flow Diagram# Location #Webaverse App Functions#GLTF/GLB/VRM Loader#
The above code is a common code that applies to GLTF, GLB and loads the asset into context.
The above code is a common code that applies to VRM and loads the asset into context.
The VRM loader is further equipped with the logic to find the eyes of the avatar and center them. It makes use of two important functions _getTailBones & _findEye TotumOverview You can use this library to translate your avatars, models, NFTs, web pages (and more) into a collection of import()-able little web apps that interoperate with each other. Totum is intended to be driven by a server framework (like vite.js/rollup.js), and game engine client (like Webaverse) to provide a complete immersive world (or metaverse) to the user. It is easy to define your own data types and token interpretations by writing your own app template. If you would like to support a new file format or Ethereum Token, we would appreciate a PR. Although this library does not provide game engine facilities, the API is designed to be easy to hook into game engines, and to be easy to drive using AIs like OpenAI's Codex. Usage
Inputsurl: {URL of the asset that can be downloadable by the screenshot system} [Required] Supported AssetsVRM Motivations
Architecture |
Converts legacy JSON models (created by the three.js Blender exporter, for THREE.JSONLoader) to glTF 2.0. When original .blend files are available, prefer direct export from Blender 2.80+. NOTE: JSON files created with .toJSON() use a newer JSON format, which isn't deprecated, and these are still supported by THREE.ObjectLoader. This converter does not support that newer type of JSON file. Installation: npm install canvas vblob three ./legacythree2gltf.js model.json --optimize Creates .gltf files with embedded Data URIs. Optimize to .glb using glTF-Pipeline to reduce file size. |
[Blender glTF 2.0 Importer and Exporter](https://nicedoc.io/KhronosGroup/glTF-Blender-IO#blender-gltf-20-importer-and-exporter](https://nicedoc.io/KhronosGroup/glTF-Blender-IO) Introduction This project contains all features from the previous exporter, and all future development will happen on this repository. In addition, this repository contains a Blender importer, with common Python code shared between exporter and importer for round-trip workflows. New features are included or under development, but usage and menu functionality remain the same. The shared codebase is organized into common (Blender-independent) and Blender-specific packages: Package organisation This structure allows common code to be reused by third-party Python packages working with the glTF 2.0 format. The main importer and exporter interface is the Python glTF scene representation. Installation Debugging Export Blender scene and validate using the glTF validator CI Running the Tests Locally The latest version of Yarn should also be installed. Then, in the tests folder of this repository, run yarn install, followed by yarn run test. |
https://github.com/webaverse/app/blob/7f11f4426652a214821539385a5cf8c734a79bcd/loaders.js this file contains common file format loaders which are re-used throughout the engine and userspace apps. |
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