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Any tutorial on using multiple blend/gltf files effectively?

Home Forums Tutorials Any tutorial on using multiple blend/gltf files effectively?

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  • #37230
    Avatarsaranjivac
    Newbie

    Hello, I am working on a large configurator with lots of options (something in between the scooter and the ring configurator apps), but beside looking at the ring configurator puzzles (which is very confusing to me at some places) I didn’t find any tutorials that deal with multiple blend files and trying to explain how to minimize the load times.

    I know how I would do it where all the options are in 1 blend file (and have certain collections invisible at the start), but then the file becomes huge and loads a very very long time (even with optimized models and textures).

    • This topic was modified 1 week ago by Avatarsaranjivac.
    #37258

    Unfortunally, there’s no tutorial. This configurator made next way:
    1. Main scene is an empty scene that contains only camera, background and environment setup.
    2. All ring sets separated in different blend files and exported as individual gltf files.
    3. After main scene loaded it loads first set of rings immediately.
    4. Then all other ring sets loaded by user request.

    Co-founder and lead graphics specialist at Soft8Soft.

    #37319
    Avatarsaranjivac
    Newbie

    Hi Mikhail, thank you for your reply, it is really appreciated.

    So you had to make every possible set combination separately?

    I am making a dress shirt configurator, and was thinking about loading different plackets/collars/cuffs etc on user demand.

    So if I want the app to be as responsive as possible, I should make one “default” set, and then place every collar/placket/cuff in a separate .blend and .gltf file? Then on demand hide the current item and load up the new one from its own file?

    How would I go about changing the texture/color of for example cuffs? Can I change all the texture of every cuff at the same time even if they aren’t all loaded up yet?

    #37326

    So if I want the app to be as responsive as possible, I should make one “default” set, and then place every collar/placket/cuff in a separate .blend and .gltf file? Then on demand hide the current item and load up the new one from its own file?

    Yes.

    How would I go about changing the texture/color of for example cuffs? Can I change all the texture of every cuff at the same time even if they aren’t all loaded up yet?

    Unfortunally, it’s a difficult thing. At first you can’t change material that not loaded on a scene, the second is when you load the same material with the same name to a scene there will be a conflict. So it’s better to keep all materials in main scene and load all meshes without materials and assign materials on them when they loaded. Or do it how it made in Jewelry Configurator (if it’s possible): keep all changes for the material in different viriables (current texture for the matrial, color etc) and unload all meshes with the same material before you load another mesh with the same material from another gltf file and update them using viriables.

    Co-founder and lead graphics specialist at Soft8Soft.

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