We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

How do I export a gitf to pass on to a developer?

Home Forums General Questions How do I export a gitf to pass on to a developer?

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • #32905
    jtforbyn
    Customer

    Hello, excuse my ignorance as I don’t know much about the developer/coding side of things. I’m a 3ds Max user, who needs to export a gitf file of a project I made with Verge3D. When I look in the application folder I see 3D object file, Bin file, Java script file, but no gitf file? Am I doing something wrong when I export. I can see everything fine in the puzzle view and in the preview, but I don’t know which file to give the developer. Thanks to anyone who can help

    #32906

    Hi,

    Verge3D exports a pair of files: your_project.gltf and your_project.bin. Both of them need to be copied. Also any external assets such as textures must be copied too. Here is more details: https://www.soft8soft.com/docs/manual/en/introduction/Project-Structure.html

    Chief 3D Verger | LinkedIn | Twitter

    #33041
    jtforbyn
    Customer

    When you say copied what exactly do you mean? Copied into a Javascript? I’m working with a group of developers that use this https://gltf-viewer.donmccurdy.com/ gltf 2.0 viewer to test the assets. The 3D object is appearing but it is giving me an error on the textures and lighting, etc. I’m attaching an image of the error page for more context. I was under the impression that it would export one file(gltf) that had the textures, animation, camera embedded into one file? Again excuse my ignorance as I’m very new to AR and 3D configurators.

    Attachments:
    You must be logged in to view attached files.
    #33048

    Hi,

    it is possible to load Verge3D’s gltf files into a third-party viewer. However, it is important to enable the gltf-compatible flag for all the materials. Also any other data that are not supported by the glTF standard will likely be ignored by third-party viewers.

    In order for the external assets (textures, mesh data, animations) to be embedded into a single file, you should select .glb rather than .gltf when exporting from 3ds Max.

    Here is a link that may help:

    https://www.soft8soft.com/docs/manual/en/introduction/FAQ.html#gltf_materials

    Chief 3D Verger | LinkedIn | Twitter

    #33067
    jtforbyn
    Customer

    Thank you for the response, that makes a lot of sense, and brings much more clarity. Are 3ds Max Standard lights compatible with the glTF standard? If not is there anyway to get 3ds Max lights working inside of a .glb file?

    #33076

    Glad it helps! The glTF standard itself does not support any lights. :unsure: Verge3D adds extensions to this format to make it possible.

    I’m curious why is it necessary to use the viewer for standard glTF files, and not Verge3D?

    Chief 3D Verger | LinkedIn | Twitter

    #33086
    jtforbyn
    Customer

    Okay thanks for the info!

    On this current project I’m working with developers who are making their own SDK/app and only need glTF files to incorporate. I’m also still a new Verge3D user, and still don’t know how to do AR puzzles yet. If I had more confidence/experience doing AR in Verge3D, I probably would have recommended doing it all in Verge3D, and just giving them code/link to incorporate.

Viewing 7 posts - 1 through 7 (of 7 total)
  • You must be logged in to reply to this topic.