MackeyK24 Posted July 8, 2018 Share Posted July 8, 2018 Yo @Deltakosh and @davrous and @Sebavan .... PLEASE READ THIS Hey guys... I have been working with native GLTF file format and is AWESOME... I made another Test Version Of the Toolkit the is totally based off of the Official GLTF Scene Hierarchy using GLTF Extensions and Extras to handle things like the PBR Specular extensions. It works BEAUTIFUL ... I ported the scene exporter from a modded version GLTFSerialzation.dll and UnityGLTF.dll to support All Game Engines that read GLTF scene files (the sketch fab version is design for sketch fab viewer... they dont even give you access to the package... its made in a temp file uploaded to their server then deleted from your system) My version also supports basic Unity Meta Data for Camera, Lights Ans Scripts.... From there you can make script components to do EVERYTHING you ever saw me do the Babylon toolkit.... But MUCH MUCH MUCH MORE SIMPLIFIED... There are ONLY 8 C# source files in the beta version toolkit now. Without any further modifications to any babylon.js libraries you get a PERFECT scene hierarchy with all features of GLTF 2.0 Specification. But if I make a few modifications to the Babylon GLTF Importer, I can add support for the GLTF Extras metadata section to create cameras, lights and script components... which is the HEART of the Babylon Toolkit now... Its just now we dont have to re-create the wheel by exporting sooooo much stuff as individual components into a babylon specific format... But rather use all the industry standard features of GLTF that was designed to handle WebGL 3D scenes... Like the binary images are supposed to ready to go from array buffer right to GPU without any extra processing ... and tones of other modern GL Transmission Format features. Now this was an experiment to see if I can do it... GLTF and GLB ... Worked like a charm So I also made a PlayCanvas Toolkit as a proof of concept project to see what I can do if I had control in the UNITY GLTF Exporter And the PlayCanvas GLTF Importer... And now I have EVERY feature I had for Babylon Toolkit ... in my new PlayCanvas Toolkit... Actually some things are a little better... First off PlayCanvas already has the concept of COMPONENTS and ATTACHING SCRIPTS to ENTITIES... So my PlayCanvas Version of scene manager does not have to do NO WHERE NEAR AS MUCH. Second, the physics is WAY BETTER... uses Ammo.js and... And most of all their WHOLE component model down to the design of the Online Editor is VERY similar to Unity... So all the component scripts properties go over nicely... most have the same exact property name. Now we are in the BabylonJS forum so sorry for shamelessly promoting my new PlayCanvas Toolkit but I wanted to prove it could be done... And shit... Now I have TWO HTML5 Canvas Game Development Toolkits.... They basically do the same thing... They look exactly the same except for logo... They just use different Editor Templates and Content Script Components... Now this would mean NO MORE .babylon scene files. So if you want to go with GLTF and GLB as the file format for the toolkit... Let me know... I can start working in the Babylon GLTF Importer to parse the GLTF Extras section for Cameras, Lights And Script Components.... The heart of what make the Toolkit Quote Link to comment Share on other sites More sharing options...
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