GlTF tagged news

Facebook Brings 3D Content To Newsfeeds with industry standard glTF 2.0 formatStarting today, Facebook is rolling out support for the industry standard glTF 2.0 file format for Facebook 3D posts. 3D objects or scenes saved in glTF can be dragged straight to a browser window to add to your Facebook account. The company is also adding the feature to its platform tools so developers can build ways to export creations to Facebook from various apps. With glTF 2.0 support, Facebook is opening up even more ways to share 3D content on Facebook from more creation tools and platforms. They're introducing new Graph API endpoints with 3D Post support so developers can build seamless 3D sharing into any app — letting people share interactive objects or scenes directly to Facebook with just a click. Learn more about glTF and what Facebook is doing here, and check out a cool example of glTF in action here.

The Khronos Group announces the release of a geometry compression extension to glTF 2.0 using Google Draco technology to significantly reduce the size of glTF models and scenes. The Khronos glTF Draco extension specification is accompanied by optimized, open source compression and decompression libraries on the Draco GitHub site to enable the rapid deployment of glTF compressed geometry into tools, engines, applications, and browsers everywhere.

The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the release of a geometry compression extension to glTF™ 2.0 using Google Draco technology to significantly reduce the size of glTF models and scenes. The Khronos glTF Draco extension specification is accompanied by optimized, open source compression and decompression libraries on the Draco GitHub site to enable the rapid deployment of glTF compressed geometry into tools, engines, applications, and browsers everywhere.

Standards make life easier, and we depend on them for more than we might realize — from knowing exactly how to drive any car, to knowing how to get hot or cold water from a faucet. Balancing the need for a stable standard, while at the same time allowing technology advances to be rapidly exploited, is a big part of what Khronos does. There are two ways a Khronos standard can be extended: Vendor Extensions and Khronos Extensions. Read on to learn how both of these work within Khronos.

Unreal Engine 4.19 preview has a experimental importer for glTF. This is an open format, that, once final, should work better than FBX, and actually work great with Blender. The Unreal Engine forums mentions that "Right now its much superior to FBX for some simple cases. The cool point about glTF is that the same file holds a full scene, with multiple 3d objects, each of them with animation, and each of them with materials, and each material actually imports as a material graph, and with textures." Take a look and tell us what you think.

Recently Khronos posted a guest blog 'Art Pipeline for glTF' by Patrick Ryan from Microsoft. This covered getting started with authoring content to glTF. A little more in-depth is a post by Don McCurdy on 'Creating animated glTF Characters with Mixamo and Blender'. The post walks the reader through their workflow using Blender, Mixamo to rig, animate, and export a character to glTF.

Authoring content for a new file format can be exciting, liberating, and at the same time scary. To be the most efficient and avoid frustration, it helps to understand the format's requirements. To help achieve this, Patrick Ryan from Microsoft has created a walk through following several paths for authoring content in the glTF format as well as outlining specific settings to maximize your success. Patrick touches on both free and commercial software packages to ensure everyone has a path into glTF. Let's get going... check out this glTF how-to.

Call for Participation: glTF Creating a Compressed Texture ExtensionAs part of the ongoing work to ensure glTF meets the needs of the developer community the Khronos 3D Formats working group is working on a new glTF compression extension. The goal is to greatly improve transmission efficiency of texture assets while providing efficient, cross-platform transcoding into a wide range of GPU hardware-accelerated texture formats. There are many ways to get involved in helping glTF evolve to meet your needs. If your company wants a seat at the 3D Formats Working group, you are welcome to join Khronos. Also, anyone is welcome to follow, and contribute to, technical discussions on the public glTF GitHub repo. Learn more about this call for participation.

Earlier this year, Microsoft acquired Simplygon, a leader in 3D model optimization based in southern Sweden. Today,Microsoft announces the launch of Simplygon Cloud on Azure Marketplace. Simplygon reduces complexity in the creation and extensibility of 3D models through optimization. Simplygon supports glTF, FBX and OBJ file types for ingestion; rendering engines including Unity 3D and Unreal Engine; and all major mixed reality platforms, including Windows Mixed Reality, iOS and Android.

Creating animated glTF Characters with Mixamo and BlenderglTF provides a web-friendly runtime format that can be used to deliver animated models. Mixamo, by Adobe, provides an easy way to get started with character animation. In this post, I’ll go through my workflow for using Mixamo and Blender to rig, animate, and export a character to glTF 2.0.