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Showing results for tags 'gltf'.
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Hi everyone, I have a gltf scene which contains a mesh of a rigged character and three different animated poses. I can import the whole scene, but cannot manage to make the character move. Where can i actually find those animations?
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I'm currently working on a project in three.js and I'm importing a model from Houdini, exported as a .glb using the GLTF ROP. When I inspect the model in three.js there's no separate named primitives I can access — it's just one mesh. Does anybody have any experience of creating named primitives with a .glb export? I have the 'export names' flag on. Thanks.
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Beginner question, but I'm a bit confused as to how the merge node is supposed to work. I'm trying to export my scene as GLTF. My scene contains one geometry node with 2 primitive nodes inside (box and sphere) connected to a merge node. When I try to export, only the sphere shows up in the GLTF file. I've read merge node documentation but I still can't discern the behavior of "merge". The docs say Bypassing this node causes it to only export the first input. It will not compute the merged objects. which describes what I'm seeing, but I don't have the bypass flag activated. Also, why does the merge node seem to have a "favorite" or "primary" input?
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The docs are a bit sparse on this topic. I know they exist in different networks, but otherwise what is the precise difference between the two? What are some use cases for each? Where should I be choosing one over the other? Also, what's the difference between the "Root Object" and "Objects" selection boxes in each? Is "Objects" just a filter for "Root Object"?