glTF File Support
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clintonman
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glTF File Support
Read and write glTF files.
Supports glTF 2.0 files in the form of gltf plus bin files.
Does not read glb binary, compressed or embedded formats.
It will read in actors but will not properly write actors.
It can load most of the samples found here:
https://github.com/KhronosGroup/glTF-Sa ... master/2.0
It supports glTF extensions for texture transform and punctual lights, which just means "lights". None of the other extensions are supported since trueSpace doesn't have pbr(physically base rendering) support they wouldn't be visible anyway.
http://clintons3d.com/plugins/truespace ... n_out.html
The rsx plugin used will not run on Windows XP.
IMPORTANT: Clintons3dplugin rsx version v1638446, released Oct 26 is required to avoid a crash bug when running one of the scripts.
http://clintons3d.com/plugins/truespace ... index.html
Supports glTF 2.0 files in the form of gltf plus bin files.
Does not read glb binary, compressed or embedded formats.
It will read in actors but will not properly write actors.
It can load most of the samples found here:
https://github.com/KhronosGroup/glTF-Sa ... master/2.0
It supports glTF extensions for texture transform and punctual lights, which just means "lights". None of the other extensions are supported since trueSpace doesn't have pbr(physically base rendering) support they wouldn't be visible anyway.
http://clintons3d.com/plugins/truespace ... n_out.html
The rsx plugin used will not run on Windows XP.
IMPORTANT: Clintons3dplugin rsx version v1638446, released Oct 26 is required to avoid a crash bug when running one of the scripts.
http://clintons3d.com/plugins/truespace ... index.html
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clintonman
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Re: glTF File Support
Update:
lots of fixes/improvements
The 2 biggest fixes are that large mesh exports has been fixed. It was limited to 65536 vertex indices.
The second was to add a warning for large numbers of large texture imports that will crash tS. There is nothing in the SDK to indicate D3D is running out of memory, so a hack is in place to basically count the total number of pixels in all the images and if it reaches a certain point give the abort option.
lots of fixes/improvements
The 2 biggest fixes are that large mesh exports has been fixed. It was limited to 65536 vertex indices.
The second was to add a warning for large numbers of large texture imports that will crash tS. There is nothing in the SDK to indicate D3D is running out of memory, so a hack is in place to basically count the total number of pixels in all the images and if it reaches a certain point give the abort option.
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clintonman
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Re: glTF File Support
Update:
installer fix - it was not updating the custom material files
material exports more panels
rsx plugin version 1638404
installer fix - it was not updating the custom material files
material exports more panels
rsx plugin version 1638404
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clintonman
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Re: glTF File Support
Update: Nov 19
v1638406 plugin
bind pose fixed so actor export is all good now
major changes to the lights and materials
animation exports interpolation linear and step, all other interps export as linear
increase the number of joints a skeleton can have for exporting
can export selected objects from inside a group
clean morph helper nodes for import and export
morphs export with names
remove the unused mesh instance nodes during cleanup
light intensity multiplier for the scene - increase intensity for dim imports, decrease when import scene with lights but using medium material complexity option
fixed 2 morph export bugs
new actor animation conversion script to use on actors before exporting - transfers animation from the actor and skeleton nodes into the skeleton root node
imports light intensity
don't export disabled animation clips
updated the material details button
will import glb format files - but without any textures
reflection environment to selected item or to all materials if no renderable scene item is selected
option to import gltf directional light as tS directional or tS infinite light types
The new materials need to know how many lights are in the scene, so if the number of lights changes there is a "Set Material Light Count" button to update the count.
v1638406 plugin
bind pose fixed so actor export is all good now
major changes to the lights and materials
animation exports interpolation linear and step, all other interps export as linear
increase the number of joints a skeleton can have for exporting
can export selected objects from inside a group
clean morph helper nodes for import and export
morphs export with names
remove the unused mesh instance nodes during cleanup
light intensity multiplier for the scene - increase intensity for dim imports, decrease when import scene with lights but using medium material complexity option
fixed 2 morph export bugs
new actor animation conversion script to use on actors before exporting - transfers animation from the actor and skeleton nodes into the skeleton root node
imports light intensity
don't export disabled animation clips
updated the material details button
will import glb format files - but without any textures
reflection environment to selected item or to all materials if no renderable scene item is selected
option to import gltf directional light as tS directional or tS infinite light types
The new materials need to know how many lights are in the scene, so if the number of lights changes there is a "Set Material Light Count" button to update the count.
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clintonman
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Re: glTF File Support
Update Nov 26
fix mesh normals export
fix duplicate animation clips on actor import
tune light intensity export values
use specular strength in the roughness export calculation
use specular color to control metallic value export, more saturated => more metallic, 0 saturation(black, gray white) non-metals
defaults the export file name from the selection or scene name
fixed export select bug
fix multi mesh actor export
easier morph import
reset morph values on import - they were all maxed out
remove extraneous joint and make the root bone thin - still looks weird but doesn't get in the way anymore
clean more temporary nodes
script to set light attenuation for gltf pbr materials
non-gltf material export adjust roughness and metallic values
use specular strength in the roughness factor export
frame skip option - read baked keyframes faster and prevents a source of crashing, any animation with more than 300 keyframes will skip every other keyframe (anti-crash measure)
fix mesh normals export
fix duplicate animation clips on actor import
tune light intensity export values
use specular strength in the roughness export calculation
use specular color to control metallic value export, more saturated => more metallic, 0 saturation(black, gray white) non-metals
defaults the export file name from the selection or scene name
fixed export select bug
fix multi mesh actor export
easier morph import
reset morph values on import - they were all maxed out
remove extraneous joint and make the root bone thin - still looks weird but doesn't get in the way anymore
clean more temporary nodes
script to set light attenuation for gltf pbr materials
non-gltf material export adjust roughness and metallic values
use specular strength in the roughness factor export
frame skip option - read baked keyframes faster and prevents a source of crashing, any animation with more than 300 keyframes will skip every other keyframe (anti-crash measure)
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clintonman
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Re: glTF File Support
Update Dec 13
rsx plugin v1638408
fix import first frame always at zero time bug
morph animation export fixes
added scripts to convert morph animations into gltf compatible forms before exporting
Mostly fixes for morph animation export.
Added a button for transferring the morph animations assigned to meshes inside actors from the mesh to the actor. Actor morph animations must be assigned to an actor animation clip, not to animation clips inside the mesh(es).
A second button will do a kind of bake process on the morph animations so that all the morphs are keyed together. If any morph has a key at a certain time then all the morphs will get a key at that same time whether or not the morph value was originally animated or not. This is how the glTF format stores morph animations, as a collection of morph weight values, if one morph is keyed they all get keyed.
rsx plugin v1638408
fix import first frame always at zero time bug
morph animation export fixes
added scripts to convert morph animations into gltf compatible forms before exporting
Mostly fixes for morph animation export.
Added a button for transferring the morph animations assigned to meshes inside actors from the mesh to the actor. Actor morph animations must be assigned to an actor animation clip, not to animation clips inside the mesh(es).
A second button will do a kind of bake process on the morph animations so that all the morphs are keyed together. If any morph has a key at a certain time then all the morphs will get a key at that same time whether or not the morph value was originally animated or not. This is how the glTF format stores morph animations, as a collection of morph weight values, if one morph is keyed they all get keyed.
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Emmanuel
- Chief Warrant Officer
- Posts: 670
- Joined: 14 Jun 2009, 06:47
Re: glTF File Support
Trying to export a fish.
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Emmanuel
- Chief Warrant Officer
- Posts: 670
- Joined: 14 Jun 2009, 06:47
Re: glTF File Support
Clinton, may your glTF export allow to send and render animations in LightTracer render engine ?
This tool looks interesting, and very affordable (99$ for perpetual licence) !
This tool looks interesting, and very affordable (99$ for perpetual licence) !
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clintonman
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Re: glTF File Support
Did you install the rsx plugin? RsGLTFPlugin.rsxEmmanuel wrote: 14 Dec 2023, 14:56 Trying to export a fish.
glTF_error01.jpg
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clintonman
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Re: glTF File Support
Maybe. It says it imports "(zipped) glTF2.0". So maybe it works if you zip the resulting files.Emmanuel wrote: 14 Dec 2023, 14:59 Clinton, may your glTF export allow to send and render animations in LightTracer render engine ?
This tool looks interesting, and very affordable (99$ for perpetual licence) !
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Emmanuel
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Re: glTF File Support
Forgot to load the installed rsxclintonman wrote: 14 Dec 2023, 15:51 Did you install the rsx plugin? RsGLTFPlugin.rsx
Export works now. No errors.
Trying to load into Lighttracer web version fails though. Even a simple cube.
I can load trueSpace objects in Light Tracer via OBJ format.
I also can load samples from github.
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trueBlue
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Re: glTF File Support
I am using Clinton's previous version
Steps
tS761 Rosetta
Add Cube
Scene Instanced
Export
Zip the exported files
https://lighttracer.org/app.html
Drag & Drop the zipped folder
Replace
Steps
tS761 Rosetta
Add Cube
Scene Instanced
Export
Zip the exported files
https://lighttracer.org/app.html
Drag & Drop the zipped folder
Replace
- Attachments
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- CaligariCube.zip
- (40.61 KiB) Downloaded 156 times
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Emmanuel
- Chief Warrant Officer
- Posts: 670
- Joined: 14 Jun 2009, 06:47
Re: glTF File Support
Ahhh, I see, we must pack the gltf and the bin together.
We can send an OBJ file without its MTL, but Gltf alone withouth BIN doesn't load.
Good to know. Thanks TB.
We can send an OBJ file without its MTL, but Gltf alone withouth BIN doesn't load.
Good to know. Thanks TB.
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clintonman
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Re: glTF File Support
I forgot to mention a new requirement for the Dec 13 release.
The morph animation fixes/changes require an updated Clintons3dPlugin.rsx file, v1638449, released on Dec 3rd.
The morph animation fixes/changes require an updated Clintons3dPlugin.rsx file, v1638449, released on Dec 3rd.
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clintonman
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Re: glTF File Support
Update Aug 2024
bug fix
Exporting a selected object the material would fail to export when the Name value for the material did not match the material node name
only change is to the rsx plugin, now at version 1638409
bug fix
Exporting a selected object the material would fail to export when the Name value for the material did not match the material node name
only change is to the rsx plugin, now at version 1638409
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clintonman
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Re: glTF File Support
Update November 18
plugin version 1638410
export selected single 2D encaps as collection of objects - before would save as an empty object and return error messages
new logo
toolbar lmb floating, rmb stack
Edit:
next day Nov 19, forgot to upload the new rsx plugin, new plugin is up now
plugin version 1638410
export selected single 2D encaps as collection of objects - before would save as an empty object and return error messages
new logo
toolbar lmb floating, rmb stack
Edit:
next day Nov 19, forgot to upload the new rsx plugin, new plugin is up now
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clintonman
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- Posts: 5659
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- Location: California
Re: glTF File Support
Update February 2025
plugin version 1638411
added new option to not export matrix transforms with meshes - useful for Unreal
new checks for direct selected parent child items which the rsx plugin can't handle
https://clintons3d.com/plugins/truespac ... n_out.html
plugin version 1638411
added new option to not export matrix transforms with meshes - useful for Unreal
new checks for direct selected parent child items which the rsx plugin can't handle
https://clintons3d.com/plugins/truespac ... n_out.html

