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forum topic indicator gltf/glb support
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rednib
Registered User
Quote
2024-07-14 21:47:33

Since .fbx is not a well documented standard but gltf and glb is: is it possible to add support for those formats?

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just_in_case
Moderator
Quote
2024-07-15 11:20:39

For static models, I can port the code from "Khel:Engine" to CC, that will allow you to load static models along with texture data in CC in gltf format.

I didn't tried but I think the animation data can also be used to create a skinned mesh for coppercube as well using these formats.

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rednib
Registered User
Quote
2024-07-22 23:47:17

The problem is, that it is not possible to join different animation. I have a model with bones without animatins in fbx format. Then i have seperate fbx files for different animations (idle, run, attack, jump etc). I would like to import those and add them to the model. But in cc, it is only possible to have one fbx file with all the animations and one can select regions of the animations.

And this is where an online tool comes into play. That tool can import different 3d formats including animations. This tool can merge animations into one. However, this tool only exports to gltf.
Thats the reason why i was asking.

The root problem is, that it is not possible in cc, to join a model and different animations.

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just_in_case
Moderator
Quote
2024-07-23 06:01:36

You can try merging the animations into one single file using blender 3D, or use this website to do the same

https://nilooy.github.io/character-animation-combiner/

You can export the model in gltf format from there, and then import it in blender and then from blender export it as .fbx, that will also work for you.

There is also a video on my Youtube channel on how to merge animations in blender itself without using the online tool.

If you want you can watch the video here.

https://www.youtube.com/watch?v=...

Well, there is already a javascript command for that as well, if you have an animated models with a skeleton or bones, but has no animations, and you have animations files separately, what you can do is just import the animations as FBX in CC as well, and use the command that I created in the previous update.

ccbSetAnimationFromSceneNode(node1, node2, animationname)


this command will allow you to use the animation from the animation file that you imported and will apply it to the model with the bones (rig).

There is one catch only in there, the rig (skeleton) should be same on both model and in animations as well. Otherwise it won't load the animation on the model or will mess it up.

There is also an extension I created for this available on my Github Page (previously known as Neophyte website).

https://vazahat.github.io/ccb_action_copy_animations.html

So from the above mentioned methods you can use whatever that suits you the best. Hope that helps emoji icon_holy

person icon
rednib
Registered User
Quote
2024-07-23 07:56:08

Thanks, thats great.

The online tool you mentioned is exactly the tool i was talking about, and this just exports to gltf/glb :).


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