PiPPi | 2 years ago | 6 comments | 11 likes | 734 views
chaver, Dani, PAT67 and 8 others like this!
I'm honored to be asked to help testing the Beta version of BT 16.
That is a task that takes time to do properly. Unfortunately I'm currently setting up to travel for a few weeks when I will not have access to my work computer. I did manage to spend an hour or two on importing models of the GLB-format and it's a dandy.
- GLB models can be non-animated so no matter if you're looking for animation or not, this makes for finding even more models to use in BT. I have run into low-poly .GLB-models with the texture built in to the file or like the chainsaw in the clip, the model is unwrapped and comes complete with separate detailed UV multi-textures that you can manipulate yourself.
- My focus is not on animated character models. I spent the little time I have free right now on what I call "technical models"
See the video clip. It's hands down the worst video I've ever created for The Community but it's due to time restraints. I don't even have time to write this :) but I think it will give you an idea about what I call "technical models" and it works great.
The size of the Slime Fan model in the second part of the clip is 211 Mb and it loaded instantly.
Again, I have no time for extensive testing now but this is what I found real quick and it's all great:
The .GLB-model layers FX settings that is applicable for a .GLB-model is:
- Colour map factor
- Lighting Factor
- Normal strength
- Border size
All the .GLB-model layer "standard" settings are applicable for a .GLB-model but I like these:
- Submodels. This is of course great. I used it for the Slime Fan model.
- Submodel explosion. I used that for the Globe Robot.
- Specularity and Specular colour. I used that for the Globe Robot.
On .GLB submodels: Nice. Depending on how the model is created of course, but if you split it up, you can add your own multi-texture to each individual submodel. A great feature IMO.
You can also add your own multi-texture to the entire model, non-submodeled, and then all of the parts will have the same texture.
GLB-viewers: I only looked at on-line GLB-viewers and very soon found the one on the link. It's great in all aspects, I found no reason to look further.
On the link here playcanvas.com...
I also learned something new that might have been in BT for many years but it's great. If you drag'n drop a model file from Windows explorer onto an existing model-layer, it changes the model :) A huge timesaver in testing.
I really wish I could spend more time on this right now but that's a no go.
Regards
PiPPi
Thank you Dani. I wish I had the time to explore this more, there's tons of interesting info around this.
PiPPi, 2 years ago
Yes agree with you...many possibilities to explore more and more in this update...good luck..
Dani, 2 years ago
Great tests!
Funny that I mistook the BluffTitler submodel explosion effect (with the SUBMODEL EXPLOSION property of the model layer) for a GLB animation. Interesting effects can probably be achieved by mixing those effects!
michiel, 2 years ago
Thanks Michiel, unfortunately I have no time to do more testing for now, I'll be away from my work computer for a few weeks.
I'm of course very curious about what it takes to create animated .GLB models, maybe even editing existing models. I assume that is a very hard nut to crack.
Regards
PiPPi
PiPPi, 2 years ago