Model Export Test Results

(Unity version of 1.0 with custom brushes) I was unable to get glb export working on added brushes, so was forced to use fbx export for models A single brush stroke was created using a custom tube brush (created inside unity) The model was exported as fbx and transferred to the media library The models import and display in open brush. (animated brushes not tested). The model was then loaded in the default rift version saved and exported. The resulting model was sent to a number of different validators. What appears to be happening is that models are being handled by using a relative URI inside the container.
If the glb itself is loaded (without textures), it will retain brush shape data geometry in some viewers, in others it won't load at all. If it is loaded with textures the model will load and validate (in viewers that allow this). Additional tests were done using the same imported model and a variety of animated brush strokes. (none of the viewers used capable of directly interpreting the animation) Without the textures, the file was considered invalid or simply retained the base geometry and underlying color information. When textures were added to the upload, the file appears validated.
Attached file has validation for the modified brush (only) as currently exported. I will add some various testing snapshots in the additional comments *Tested at various stages in: Microsoft 3dViewer MicrosoftPaint3d Export to Babylon.js.com Editor OpenSea Preview Mode Blender Import (no attempt to modify/link textures etc) Stager (adobe) Import (no attempt to modify/link textures, etc)
4 Replies
AncientWorlds
AncientWorlds2y ago
(prior testing)... well, the end stages of a lot of earlier tests, but the best overview using a mixed scene
AncientWorlds
AncientWorlds2y ago
AncientWorlds
AncientWorlds2y ago
(mixed testing with images attached)
AncientWorlds
AncientWorlds2y ago
Limited initial testing using the in game obj model with in game brushes
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