Check out this screenshot from the time I was working on VR support for #PsychoPy. I was in the middle of adding #GLTF2 support with PBR shaders, but the project stalled during the pandemic shutdowns
In recent months I looked into 3d Formats. Ever heard of #gltf ? Let's make #gltf2 a widespread standard! [...] This is the best chance we'll ever have in a long time for a proper, open standard. Let's work together to make it happen! [...] https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
Why we should all support glTF 2.0 as THE standard asset exchange format for game engines

Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...

Godot Engine

A-Painter and A-Frame explorer gltf2 export :

So now you can sculpt in VR and rework it in (potentially remote) blender in a snap ! ... and export again in your app/website
wow !

https://blog.mozvr.com/gltf-exporter-in-three-js-and-a-frame/

#aframe #vr #firefox @Mozilla #blender #gltf2 #floss

he wait !... hargl .... pleaaaase ... someone... make .... this.... to ... works ... on ... #GNU #linux ... pleaaase ........ 8p

#bugs

https://bugzilla.mozilla.org/buglist.cgi?quicksearch=%5Bwebvr]

glTF Exporter in three.js and A-Frame

A brief introduction When creating WebVR experiences developers usually face a common problem: it’s hard to find assets other than just basic primitives. There’re several 3D packages to generate custom objects and scenes that use custom file formats, and although they give you the option to export to