About Monkey 2 › Forums › Monkey 2 Development › GLTF Animations?
This topic contains 8 replies, has 3 voices, and was last updated by
Ethernaut
1 year, 4 months ago.
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December 12, 2017 at 7:42 am #12244
Hey Mark, now that you’ve updated the 3D Animation code, is there any chance GLTF will support loading animations? (last time I checked it didn’t seem to).
I’ve been bouncing around trying to settle on a format to use with Mojo3D. FBX would be ideal (I can export it directly from the 3D App I’m using), but I haven’t been able to successfully load an animated one with bones yet.
GLTF would be fine too, as I can convert it easily from FBX and I wouldn’t need to import Assimp loaders, but I really need animation support.
Thanks!
December 12, 2017 at 9:28 pm #12251I will eventually update the gltf2 loader to load skinned animations, probably soon if anyone actually has a need for it!
Can you export or gltf2, or just gltf1? Needs to be gltf2…
December 13, 2017 at 4:00 am #12253I’m using this to convert from FBX, I believe it saves in GLTF 2.0 (with an additional .bin file, if that makes any difference):
https://github.com/pissang/qtek-model-viewer
Thanks!
December 13, 2017 at 6:42 pm #12263I have been using this repos for gltf 2 test models at work, in particular CesiumMan and CesiumMilkTruck.
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0
December 13, 2017 at 7:04 pm #12264I believe it saves in GLTF 2.0 (with an additional .bin file, if that makes any difference)
Cool, this is standard gltf format – have you got any actual animations for me to play with?
December 14, 2017 at 5:26 am #12274I’m still wrapping my head around character rigging in Houdini, so nothing really worth sharing yet. But I’ve been using these two test scenes to try out things like simple animated bones, animation without bones (just transforms) and multi-material objects:


Will post something more interesting when I have it.
The attached GLTF files appear to work properly with animation when loaded in Qtek viewer.Cheers!
Attachments:
December 15, 2017 at 1:58 am #12291Excellent, thank you.
[edit]Nice find too: https://pissang.github.io/qtek-model-viewer/editor/
December 16, 2017 at 8:44 pm #12327Initial gltf2 animation/skin support added and pushed to develop branch. Also added models and tests if that’s OK?
It’s an early attempt so there will probably be issues, but the above models seem to work OK (although walker looks quite different in mojo3d which I’ll look into).
December 18, 2017 at 3:01 am #12340Cool, seems like it works fine here!
The only reason the Walker model looks weird is because it’s intended to be a wireframe looking model, with no ambient light or environment map and emissive “wires”. Of course the PBR shader is not the best choice for that, but I was gonna deal with that later and try to write an “unlit” shader.
Cheers.
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