Hello everyone! Im trying to include my GLB to an Spatial.io scene on Unity and I cant. I was readin

Hello everyone! Im trying to include my GLB to an Spatial.io scene on Unity and I cant. I was reading the older post in #general-questions and thats why Im asking here :). So, if I understand correctly Spatial doesn’t support glb, so I should change it to FBX? And then add the materials one per one? I used this web https://products.aspose.com/3d/net/conversion/glb-to-fbx/ And worked ok! Now I can see the model in Unity, but Im having trouble with the materials, should I create each material? How did you resolve the material issue? #spatial @andybak @Nash And this pipeline @Nick https://discord.com/channels/783806589991780412/783806589991780415/1115197918849269872 It resolve the material issue?
Convert GLB to FBX via C#
Sample code for GLB to FBX C# conversion. Use API example code for batch GLB files to FBX conversion within VB.NET, Asp.NET or any .NET based application.
17 Replies
lu.luciernaga
lu.luciernaga14mo ago
Hola , Alguien sabe como abrir GLB en MAYA, y que levante bien los pinceles de open brush?? Hello, does anyone know how to open GLB in MAYA, and how to lift the open brush brushes correctly?
AncientWorlds
AncientWorlds14mo ago
Imports (specific information for adobe medium) This was recently asked on the facebook forum, so I sort of gathered my notes for the import pipeline. @andybak might want to review this and tidy it up so we can start some formal documentation somewhere.
Have some other pipeline notes. Did some preliminary work with some other pipelines, but those notes are still semi-complete. Generally speaking regarding imports:
Obj with texture files in the folder is pretty much a sure thing (although may have some data loss or mesh matching issues) GLBs from most programs work and can usually carry animation FBX works if images are packed separately and the version is correct. Not sure about animations here
For open brush you may need to use OBJ files if exporting from medium directly to open brush.

[Checking my notes, recently tested]
Works for Medium directly to Open Brush

Mesh format (first screen):
[Vertex Colors | Textures+Uvs] = Textures and UVs

Second Screen:
Texture size* (see below)
Normal Map space [OBJ | Tangent] = Object (required)
Type [TGA | PNG] = Must be PNG, TGA files will fail
Export Format [OBJ | FBX] = Object**

** I don't think FBX (as delivered by medium works), I seem to remember the version which medium exports isn't supported. There's a couple of FBX standards and medium uses the old one. Something about binary headers..

*In open brush the texture size cap has been removed (at least for desktops, but likely universally). If your scene has a lot of textures, those can add up in memory pretty fast. I know you can do 2048, for instance, pretty sure 4096 works, vaguely remember that 8192 was too much, but not 100% on that. This will impact export speed. If it's just one sculpt being dropped in, then that's likely less of an issue on the open brush side, although haven't explored this specifically with the quest.

Additional comments: Direct exports from medium tend to come in rather bleached. The best practical solution is to export from medium to an intermediary software if you want to do things like retain metalness/gloss. From there, ideally export as a GLB, although FBX may or may not be supported (see above).

For FBX and OBJ, the textures must be in the same folder as the asset (not a subfolder). This may require modification depending on the export program.

Using intermediary software is where it gets really tricky. For instance you may need to start off right away with vertexes, and the required format is going to very with that program. The exports from the third program have to be in the correct structure to work. Additionally complicating things is that that glbs have to be compliant with the current standard within pretty tight ranges to be brought in.

Incidentally, a correctly formatted animation in GLB should be readable by open brush's pathing system.

Exporting has its own quirks (mostly due to external shader support, exporting with models may or may not work, etc), but also in some cases due to naming structure requirements and group handling. Import success is pretty much on a program by program basis.

OBJ+Textures seems to work pretty universally, if you just want to get a model in. If you want to bring other things along you'll have to poke at it. There's a lot of software out there. Was starting on documenting some functional pipelines, but that's really time consuming so didn't get too far along with that.
For open brush you may need to use OBJ files if exporting from medium directly to open brush.

[Checking my notes, recently tested]
Works for Medium directly to Open Brush

Mesh format (first screen):
[Vertex Colors | Textures+Uvs] = Textures and UVs

Second Screen:
Texture size* (see below)
Normal Map space [OBJ | Tangent] = Object (required)
Type [TGA | PNG] = Must be PNG, TGA files will fail
Export Format [OBJ | FBX] = Object**

** I don't think FBX (as delivered by medium works), I seem to remember the version which medium exports isn't supported. There's a couple of FBX standards and medium uses the old one. Something about binary headers..

*In open brush the texture size cap has been removed (at least for desktops, but likely universally). If your scene has a lot of textures, those can add up in memory pretty fast. I know you can do 2048, for instance, pretty sure 4096 works, vaguely remember that 8192 was too much, but not 100% on that. This will impact export speed. If it's just one sculpt being dropped in, then that's likely less of an issue on the open brush side, although haven't explored this specifically with the quest.

Additional comments: Direct exports from medium tend to come in rather bleached. The best practical solution is to export from medium to an intermediary software if you want to do things like retain metalness/gloss. From there, ideally export as a GLB, although FBX may or may not be supported (see above).

For FBX and OBJ, the textures must be in the same folder as the asset (not a subfolder). This may require modification depending on the export program.

Using intermediary software is where it gets really tricky. For instance you may need to start off right away with vertexes, and the required format is going to very with that program. The exports from the third program have to be in the correct structure to work. Additionally complicating things is that that glbs have to be compliant with the current standard within pretty tight ranges to be brought in.

Incidentally, a correctly formatted animation in GLB should be readable by open brush's pathing system.

Exporting has its own quirks (mostly due to external shader support, exporting with models may or may not work, etc), but also in some cases due to naming structure requirements and group handling. Import success is pretty much on a program by program basis.

OBJ+Textures seems to work pretty universally, if you just want to get a model in. If you want to bring other things along you'll have to poke at it. There's a lot of software out there. Was starting on documenting some functional pipelines, but that's really time consuming so didn't get too far along with that.
Mana
Mana13mo ago
I was able to upload to clusterAPP using Open brush! Thank you very much😊 https://cluster.mu/w/603226da-8762-4b35-9d5e-30fbf025ac8c
メタバースプラットフォーム cluster(クラスター)
【OpenBrush】吹雪の中で聴く津軽三味線 | メタバースプラットフォーム cluster(クラスター)
VRアプリのOpenBrushで描いた手描き吹雪の小さなworldです。津軽三味線を聴きながら色々と想像して下さったら嬉しいです。VRをお持ちの方はVR入室がおススメです( *´艸`)Music:伊藤ケイスケ様【津軽三味線合奏】https://dova-s.jp/bgm/play14289.html
AncientWorlds
AncientWorlds13mo ago
Took me a bit to find the translate button and get a sense for what that site was about Cool!
Mana
Mana13mo ago
Thanks for looking!!! Sorry for the lack of explanation. Uploaded to cluster, Japan's first virtual SNS.
Sean Rodrigo
Sean Rodrigo13mo ago
Anyone tried importing sketches into Spatial? https://docs.spatial.io/supported-features-and-limitations @andybak
Supported Features and Limitations
Supported Features and Limitations
Supported Unity Features
AncientWorlds
AncientWorlds13mo ago
I actually launched that today, not exactly on schedule, although figured it was time to look around. Got the navigation dialed in to where it was manageable for me, a bit of a guide there would be nice.
Explored the tutorial, and then stepped into an orb thing and everything just went black.
Not sure, do I need to register to continue, is that unexpected, or is that the current state of development?
Mana
Mana13mo ago
Have you logged in to Resonite? If you have registered for the first use, you can go through the worlds. However, Resonite takes a long time to load worlds depending on your PC specifications. The same is true for larger worlds, which can take a while to become visible. DeepLで翻訳しました (https://www.deepl.com/app/?utm_source=ios&utm_medium=app&utm_campaign=share-translation) I sometimes had problems accessing the game too. I use Quest3; it seems to be a Steam issue, but I don't know the cause. Recently that phenomenon has stopped happening.
AncientWorlds
AncientWorlds13mo ago
I didn't register, that would explain it. The instructions on that weren't real clear that the program would be completely unusable without registration. Next time My PC should handle it pretty well, I built it for doing large projects in Medium
Zandy
Zandy13mo ago
GLB imports to Unreal are looking pretty good for the most part! 🙌 Bit weird how you have to import it, but its good!
Mana
Mana13mo ago
Uploaded OpenBrush script-plugin artwork to VRChat. [Franky Xmas] https://vrchat.com/home/launch?worldId=wrld_95b517d8-8b40-4fda-bc23-43cc86e3737c
Funky Xmas by mana50
OpenBrush illustration Music 【Holiday is Coming】Lesfm:https˸⁄⁄x․gd⁄KQJGL 【My House (Ravshan Remix) by AAP featuring KJ】AAPOfficial:https˸⁄⁄x․gd⁄ycBdD 【Make It Right (Hip-Hop Vlog Background Music)】Mu…
Mana
Mana13mo ago
🎨 #Resonite. It's like an OpenBrush toy box✨ I was playing with it, filling it with different things... Resonite is really interesting because you can draw it and bring it right back 🖊. #OpenBrush #VRillusuration #3D #VR #NomadSculpt #Procreate #ipad #Quest3
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AncientWorlds
AncientWorlds13mo ago
That looks really interesting. Have some halfway decent internet again, will have to get in there before new years
DeathSmack
DeathSmack13mo ago
that looks really good!
Sean Rodrigo
Sean Rodrigo12mo ago
@andybak I presume none of the shaders work in Unreal? Would the artwork just come up without effects?
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