gltf-pipeline
Content pipeline tools for optimizing glTF assets. :globe_with_meridians: (by CesiumGS)
gltfjsx
🎮 Turns GLTFs into JSX components (by pmndrs)
Our great sponsors
gltf-pipeline | gltfjsx | |
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2 | 54 | |
1,818 | 4,162 | |
2.4% | 4.9% | |
6.2 | 7.1 | |
3 months ago | 5 days ago | |
JavaScript | JavaScript | |
Apache License 2.0 | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
gltf-pipeline
Posts with mentions or reviews of gltf-pipeline.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-04-18.
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From Desktop 3d Apps to Web 3d Apps using Blender and React
Content pipeline tools for optimizing glTF, more here
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How to reproduce Death Stranding UI with react and react-three-fiber
using draco to convert our gltf file to GLB and compress it at the same time.
gltfjsx
Posts with mentions or reviews of gltfjsx.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-10-02.
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How can I get rid of these gaps?
Hello! I loaded a model using https://gltf.pmnd.rs and it displays correctly, but there are weird gaps that you can see through on the edges. This is a Next.js project with ts. I'm using @react-three/fiber and @rect-three/drei to use three.js in react. I'll attach the file that creates this object, but if there's anything more you need, just ask me. Here's the file that contains the code of this object:
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React + Three.js. Creating your own 3D shooter. Part 1
Then we need to generate a react component that will contain the markup of this model to add it to the scene. Let's use the official resource from the @react-three/fiber developers.
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Add texture to loaded glb, threejs
especially for what you describe above. it can lay out a glb model declaratively, the whole scene is yours to control. watch the first video here https://github.com/pmndrs/gltfjsx and then use that tool:
- Optimization checklist GLTF models in Three.js?
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Any good tutorials on creating dynamic animations?
stuff like this doesn't have to be keyframed, you can just rotate model groups. im sure this will be overwhelming atm but if you have the time watch the video there https://github.com/pmndrs/gltfjsx models in threejs are blobs, they are not meant to do anything. people traverse them and create mutations. but that tool puts the entire model scene under your control, every node in its graph is declarative now, to my it dynamic is trivial at that point.
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which skills to learn from Blender for three js
the second practically doesn't exist in vanilla three. a gltf is a blob that you throw into the scene. pair three with react and blender will be a lot more useful: https://github.com/pmndrs/gltfjsx (watch the first video there)
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How to apply Mesh Wobble Material to gltf model in r3f?
I want to implement this for a gltf model loaded as a gltfx. MeshWobbleMaterial is not getting qpplied. i don't know what to where to add the component either. i have attached the code below,
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Help making a model look like the demo
/* Auto-generated by: https://github.com/pmndrs/gltfjsx Command: npx [email protected] crystal_ball_test.glb Author: WarderiiK (https://sketchfab.com/WarderiiK) License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/) Source: https://sketchfab.com/3d-models/crystal-ball-test-fc727811052a4b2ba9ef2ffa327e8349 Title: Crystal Ball Test */ import React, { useRef } from 'react' import { useGLTF, useAnimations, MeshTransmissionMaterial } from '@react-three/drei' export default function Model(props) { const group = useRef() const { nodes, materials, animations } = useGLTF('/crystal_ball_test.glb') const { actions } = useAnimations(animations, group) return ( ) }
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Where should I keep my assets?
Have you compressed your models with https://gltf.pmnd.rs ? ( sorry this is unrelated to your post ) or you could use https://github.com/pmndrs/gltfjsx ( same thing but you use it like an npm package )
- Need help figuring out how many texture set to use and how to split them up (more in comments)
What are some alternatives?
When comparing gltf-pipeline and gltfjsx you can also consider the following projects:
obj2gltf - Convert OBJ assets to glTF
react-three-fiber - 🇨🇭 A React renderer for Three.js [Moved to: https://github.com/pmndrs/react-three-fiber]
drei - 🥉 useful helpers for react-three-fiber
use-sound - A React Hook for playing sound effects
leva - 🌋 React-first components GUI
awesome-react-three-fiber - 🍕 A loose collection of cool r3f links, gifs, people, stuff
twind - The smallest, fastest, most feature complete Tailwind-in-JS solution in existence.
react-xr - 🤳 VR/AR with react-three-fiber
cra-fiber-threejs
react-three-fiber - 🇨🇭 A React renderer for Three.js
gltf-pipeline vs obj2gltf
gltfjsx vs react-three-fiber
gltf-pipeline vs react-three-fiber
gltfjsx vs drei
gltf-pipeline vs use-sound
gltfjsx vs leva
gltf-pipeline vs leva
gltfjsx vs awesome-react-three-fiber
gltf-pipeline vs twind
gltfjsx vs react-xr
gltf-pipeline vs cra-fiber-threejs
gltfjsx vs react-three-fiber