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.
As 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.
glTF 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.
The Khronos Group is presenting today Mastering the Khronos Blender glTF 2.0 Exporter webinar. Open to all, the webinar will be held online on at 10am Pacific time. This 1-hour webinar will be presented by the people who developed the exporter, and we’ll of course end with a Q&A session. glTF 2.0.
The Khronos Group presents Mastering the Khronos Blender glTF 2.0 Exporter webinar. Open to all, the webinar will be held online on October 24th at 10am. This 1-hour webinar will be presented by the people who developed the exporter, and we’ll of course end with a Q&A session. glTF 2.0 users and Blender developers are the target audience.
On September 14th The Khronos Group held an online overview webinar on OpenVX 1.2. If you missed the webinar or wish to watch it again, the video and slides are now online. Be sure to register for the next Khronos Webinar "Mastering the Khronos Blender glTF 2.0 Exporter" on October 24th.
Godot Engine now supports the full glTF 2.0 specification. With the release of Godot 3.0 alpha1, users needed more content to test with the new 3D engine. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format. The surprise, though, is how good this format is for video game asset exchange. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time. Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines. To better understand why, a list of previous attempts will be explained and why they failed.
The Khronos Group held their annual BOF-Blitz at SIGGRAPH today. There were five BOFs in all, and they were all a huge success. If you were not able to get to SIGGRAPH and you missed the live stream, you can now watch the video online here.
The glTF working group has posted it's roadmap, and would like to hear what you wish for in the upcoming version of glTF. The request from @pjcozzi "please chime in with any and all feedback to help drive the direction of glTF beyond 2.0. Even simple +1/-1's for topics are appreciated."
The glTF working group has announced that the Blender glTF 2.0 exporter documentation is complete… for now. Take a look, and if anything is not clear, or you see errors or improvements, please create a pull request or raise an issue on Github.