Bob Zhang Posted August 31, 2018 Share Posted August 31, 2018 Hi, I'm here again! 1. About Morphing Because of the limitation of webgl max vertex attibutes number, it's not possible to manage too many morph targets for a mesh. I find that each morph target carries positions and normals. So the question is: how to make exporter only exports morph target position? 2. About vertex color If we do not need vertex color, how to prevent exporter from exporting vertex color information? Thanks for your help! Quote Link to comment Share on other sites More sharing options...
Guest Posted August 31, 2018 Share Posted August 31, 2018 Hello! is it with Max, Maya or Blender? ANd is it for gltf or babylon file format? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 31, 2018 Share Posted August 31, 2018 Cannot be Blender. It does not support morph target normals. Quote Link to comment Share on other sites More sharing options...
Bob Zhang Posted August 31, 2018 Author Share Posted August 31, 2018 41 minutes ago, Deltakosh said: Hello! is it with Max, Maya or Blender? ANd is it for gltf or babylon file format? It is with Maya. The work flow is: artists produce fbx with 3ds max. I import it into Maya and export it to babylon file. I know it sounds strange that we use different tools in a team. Later We will use same tools. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 4, 2018 Share Posted September 4, 2018 Ok so you are aware that you could export from 3dsmax To export only position, you will have to edit the file I guess to remove normal from morph targets (Pinging @noalak for validation) For vertex color: same thing, you should remove them directly in Maya Quote Link to comment Share on other sites More sharing options...
PatrickRyan Posted September 4, 2018 Share Posted September 4, 2018 On 8/30/2018 at 7:51 PM, Bob Zhang said: If we do not need vertex color, how to prevent exporter from exporting vertex color information? Just so I understand the question, are you using vertex color for something else and just need to remove them on export or do you have vertex color on the model that you don't need? Quote Link to comment Share on other sites More sharing options...
Bob Zhang Posted September 4, 2018 Author Share Posted September 4, 2018 1 hour ago, Deltakosh said: Ok so you are aware that you could export from 3dsmax To export only position, you will have to edit the file I guess to remove normal from morph targets (Pinging @noalak for validation) For vertex color: same thing, you should remove them directly in Maya Thank you @Deltakosh! So from what you say I guess the removal tasks can be done by 3dsmax or maya themselves? Quote Link to comment Share on other sites More sharing options...
Bob Zhang Posted September 4, 2018 Author Share Posted September 4, 2018 14 minutes ago, PatrickRyan said: Just so I understand the question, are you using vertex color for something else and just need to remove them on export or do you have vertex color on the model that you don't need? Thank you for replying I don't need vertex color. And I don't need morph target normals either. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 4, 2018 Share Posted September 4, 2018 @Bob Zhang correct Quote Link to comment Share on other sites More sharing options...
PatrickRyan Posted September 4, 2018 Share Posted September 4, 2018 @Bob Zhang It's easiest to control the vertex color directly in Maya. You can find the simple way to remove the vertex color here: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-5ECDB0A2-D95A-420D-8388-67490CBF2679-htm.html I have been speaking with the team about morph targets and our Maya exporter. Right now we don't have a way to control the attributes that get written out per morph target, so you don't have control over just writing position so you can get more morphs before hitting the limits on WebGL or glTF. We are thinking that we need to add the ability to use checkboxes for which attributes a user wants to export with some user feedback about the total number of attributes being exported when checking each box. This could give some feedback about exceeding recommended limits to the user so they can make informed decisions about their morph targets. What do you think about something like that? Until we are able to implement a solution into the exporter, the easiest way to achieve what you are looking to do is to manually edit out the attributes you don't want in an editor like VS Code. GameMonetize and Bob Zhang 1 1 Quote Link to comment Share on other sites More sharing options...
Bob Zhang Posted September 5, 2018 Author Share Posted September 5, 2018 12 hours ago, PatrickRyan said: @Bob Zhang It's easiest to control the vertex color directly in Maya. You can find the simple way to remove the vertex color here: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-5ECDB0A2-D95A-420D-8388-67490CBF2679-htm.html I have been speaking with the team about morph targets and our Maya exporter. Right now we don't have a way to control the attributes that get written out per morph target, so you don't have control over just writing position so you can get more morphs before hitting the limits on WebGL or glTF. We are thinking that we need to add the ability to use checkboxes for which attributes a user wants to export with some user feedback about the total number of attributes being exported when checking each box. This could give some feedback about exceeding recommended limits to the user so they can make informed decisions about their morph targets. What do you think about something like that? Until we are able to implement a solution into the exporter, the easiest way to achieve what you are looking to do is to manually edit out the attributes you don't want in an editor like VS Code. Yes, what I am doing is after exporting, manually remove normal attributes from morph target in babylon files. And if those work can be done in exporter with checkboxes, things will be fantastic. Thanks! Quote Link to comment Share on other sites More sharing options...
Bob Zhang Posted September 5, 2018 Author Share Posted September 5, 2018 12 hours ago, Deltakosh said: @Bob Zhang correct Thank you! I will tell my partners! Quote Link to comment Share on other sites More sharing options...
noalak Posted September 5, 2018 Share Posted September 5, 2018 Hi Bob Zhang, We are working on the enhancements described above. Will let you know once done. Quote Link to comment Share on other sites More sharing options...
Bob Zhang Posted September 5, 2018 Author Share Posted September 5, 2018 2 hours ago, noalak said: Hi Bob Zhang, We are working on the enhancements described above. Will let you know once done. Thanks @noalak! Quote Link to comment Share on other sites More sharing options...
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