New GLTF exporter and new Unity Tools

I'm trying to get the unity toolkit thing working. Not successful with it yet, possibly looking at the wrong file? Following the instructions here, which may be old. https://github.com/icosa-foundation/open-brush-toolkit/releases Noting this comment on the page "Update project to Unity 2019.4.25f1" So suddenly unclear if I'm using the correct link. Will look through the conversations for a bit, I may have promoted the incorrect bookmark
GitHub
Releases · icosa-foundation/open-brush-toolkit
Scripts and assets that help you use Open Brush and old Tilt Brush data in your creative projects. - icosa-foundation/open-brush-toolkit
17 Replies
AncientWorlds
AncientWorldsOP7mo ago
UnityExporting
AncientWorlds
AncientWorldsOP7mo ago
Ok, this was my process 1. Download unity files from here https://github.com/icosa-foundation/open-brush-unity-tools#upm 2. Open that as a project (add project) 3. Drag in your exported glb into assets 4. Drag the asset into the heirarchy 5. Assets>UnityGltf>Export (choose) 6. Drag resulting export into various software to see what happens
AncientWorlds
AncientWorldsOP7mo ago
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AncientWorlds
AncientWorldsOP7mo ago
This was just a random sketch, not really clear what's going on with the brushes, models came in alright, although seem to have lost animations.
AncientWorlds
AncientWorldsOP7mo ago
Basic Brushes:
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AncientWorlds
AncientWorldsOP7mo ago
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AncientWorlds
AncientWorldsOP7mo ago
Are these the expected results? :: also noted, when exporting a sketch with the same name, it doesn't prompt but rather appears to overwrite.
So anyhow, have a process which is a bit clearer, although doesn't match the documentation in terms of output, so I suspect I did something incorrect? Also noted: Am using the testing version 2.731, and the newGLB option. Should I be using a version with the standard glb output? Noted: when exporting newglb directly from exports folder Babylon: Pre-existing animations (my animated objects in the custom sketch above) continue to animate Blender: Animations are lost, no keyframes are set Further Clarification: 1. Export NewGLB 2. Drag into Assets/Exported Sketches 3. Thea actual shaders appear to be stored in OpenBrushUnityTools/Runtime/Shaders/[shaderType]/[BrushName] Materials imported with sketch appear in all Materials
andybak
andybak7mo ago
Interesting. I wonder why the two apps behave differently. At least we know our animations are preserved in some form
andybak
andybak7mo ago
This is how mine look inside Unity Tools itself:
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andybak
andybak7mo ago
I'm not clear if your screenshots are from inside Unity Tools or from something else - you're also talking about re-exporting?
AncientWorlds
AncientWorldsOP7mo ago
The grid is definitely from blender. That was days ago, I've done a million things since then.
I'd have to guess at the other one. I'm going to guess babylon because of the gradiant and the context, but I'm not sure I happen to have unity open and this is what I'm seeing for the basic brushes
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andybak
andybak7mo ago
oh ok. I thought you were saying they looked broken inside Unity So Blender status (from memory): 1. Additive transparency isn't hooked up 2. Particle brushes are broken Can't really remember - it's probably a bit early to be testing in Blender if I'm honest. We're going to need a Blender plugin to hook up things. However - it should already be better in Blender than the previous GLTF exports - the idea is to incrementally improve things If anything is worse in Blender than it is with the old exporter - flag that up.
AncientWorlds
AncientWorldsOP7mo ago
They kind of do. Although it may just be a visibility thing.
I'm fine with incrementally updating, but this is another reason why I'd like to be able to hide or mark brushes that aren't going to work. I guess I could change the icons to a red X or something. Kind of ruins a sketch or model, if a brush you emphasized is invisible when you export it. Particle brushes "broken" ... Is that fixable through surgery or is that more of a rebuild thing? Long timeline on that?
andybak
andybak7mo ago
They kind of do. Although it may just be a visibility thing.
OK - can we focus on that and ignore Blender at the moment? That is a much more fundemental thing to get right. Get the basics working before we mess with more complex topics So - I posted a screenshot from my Unity Tools with the basic brushes. Mine look pretty good from what I can see. Do you spot any differences with how they look to you in Unity Tools?
AncientWorlds
AncientWorldsOP7mo ago
The second picture is the basic brushes loaded in unity tools.
I see 9 brushes that are either substantially different than what your screen shows 2 of them I don't see on eigher the dark or light background One of them looks substantially segmented, like it's missing a texture or has an issue with the glb profile
andybak
andybak7mo ago
Not sure. Something looks broken on your side. Maybe it didn't install correctly but it should look the same as mine.
AncientWorlds
AncientWorldsOP7mo ago
Hmm. Just opened it to get a look up close and zoomed in The second one on the middle row (bubbles) is there just super faint and hard to select The really bright one, lower right corner middle section isn't visible but appears as an outline if I click onit Comet is the one that has the lines through it, so I think that's somethingwith the brush itself I'm able to see all brushes with the unity gltf exporter, once rotated for the single sided strip. (Both basic and advanced) There does seem to be an issue with waveform particles.
It tracks the brush, but appears to be anchored to the world center-- (at least some sort of point, that's offset considerably and below my feet) Anyhow, this seems to be a positional issue.
There's still tons of validation errors, but everything is rendering, and can be seen in (windows preview, unity, and babylonjs), blender not checked yet (btw: 2.733 for the above comment) Do you have any insights on the animation issues? Is that a channel conflict, or something else. Oh ya, also some of the brushes are showing a bit of animation in the unity tools now I just reread that, I was referring to the imported animations (external models). My guess is that they stay intact because of keyframing.
I wouldn't be surprised if an animation made with our stop frame animator would animate the path correctly, if a bit quickly. In theory you could recored the keyframes at some kind of interval and put them on loop, I'm guessing that would be processor intensive, but maybe more feasible as an export option?
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