Does anyone know a good way of importing gltf 3d models in Flutter?
I tried using:
model_viewer,
flutter_cube,
babylonjs_viewer
but wasn't able to load a gltf file with any of them.
The lightly documented three_dart_jsm repository has a class "GLTFLoader" that is able to load gltf/glb files.
For viewing the gltf, I would recommend three_dart by the same author.
Model_viexer_plus does import a gltf model and displays it, i returned the gltf file using a route from my backend, and used that route as entry into ModelViewer url and it worked perfectly.
Related
I am currently trying to make a game in Unity but have encountered a problem that I've tried to solve for a couple of hours without success.
I've downloaded a package from the Asset Store with a foundation to a game. In this downloaded project the models used for the game is stored in one .FBX file which contains all the individual models. The creator of this package has a method for "re-skinning" these models, where he says that one should open the .FBX in 3DS Max, attach your new model to the old, and then remove the old model.
I've done a character in MagicaVoxel which I then export as an .OBJ and import it to 3DS Max and follow his instructions. But when I export the new .FBX with my new model and test it with Unity the model is super tiny and the colors are wrong. This is especially weird because all the other models are perfectly fine.
Have tried numerous ways, but since I'm new at both Unity, MagicaVoxel and 3DS Max I haven't the skill to solve this problem myself.
Thanks in advance!
Rasmus
I am programming with OpenSceneGraph (OSG) and I want to put my created OSG-model into Google Earth.
I did research, but I could only find that Sketchup can directly upload its model to Google Earth, but couldn't find anything about uploading an OSG-mode.
Does anybody know how I can achieve this?
You can try exporting your model to COLLADA (DAE) which Google Earth can import.
OSG needs to be built with the COLLADA-DOM library in order to have the COLLADA .DAE loader/saver, and the COLLADA-DOM library is non-trivial to get working.
What is the best way to load a 3d model from a URL inside of unity at runtime. I have tried this obj importer
http://wiki.unity3d.com/index.php?title=ObjImporter
But the mesh in not imported properly. What other options exist? Assetbundle needs a pro version and even that won't solve as I need to load a 3d model from url. Any suggestions?
The way to go would be asset bundles. They are Unity's (proprietary) way to load prepackaged, compressed assets from a file or an URL. All asset bundles must be prepared and built in Unity Editor.
If you need a more general approach which loads a raw file format like fbx, obj, 3ds, collada, et cetera, you should use the Assimp library. Assimp library is written in C++ but there is a wrapper for C#.NET here.
There are also wrappers for Unity like this Unity Assimp being free but quite outdated. The Asset Store though is packed with format specific importers including this free OBJ importer.
2021 update
Unity now also has Addressables which are an evolution of the aforementioned Asset Bundles. In a sentence, Addressables are memory managed, asynchronously loadable resources that can be loaded from local or remote end points.
There are a couple of libraries available to load 3d model from a URL in Unity.
These are the best two libraries to load the model from remote location at runtime.
Asynchronous Importer and run-time Loader for Unity
Runtime OBJ Importer
Asynchronous Importer and run-time Loader for Unity is quite a useful tool to import obj files from a remote location with texture and materials. where the Runtime OBJ Importer might miss the texture/material of the model.
Demos:
https://github.com/codemaker2015/unity3d-runtime-model-importer
https://github.com/codemaker2015/Runtime-OBJ-Importer-Demo
I want to using the Unity3d framework for a project in which I have create a walkthrough. But the client want it to be dynamic.
We would be getting the final fbx file from 3DMax which when added to a particular folder a walkthrough should be created automatically. I went through the help files on Unity3D site but did not find any documentation as to how use the Unity3D framework programmatically.
Can anyone please let me know how can it be done? Even if link is provided for the resource it would help us.
Unity 3D has a built in way to load models at runtime, but this should be done using a Resources folder (Resources.Load()) or using a Asset Bundles (AssetBundle.Load()) as described here: http://docs.unity3d.com/Documentation/Manual/LoadingResourcesatRuntime.html
These two methods are performed inside the Unity editor and your need is load any arbitrary 3D model file at runtime, for this case you will need a plugin. The only one that I know is ObjReader.
Do you have an example of loading a 3d object and displaying it from a collada file? I've browsed around and haven't found a good example.
I'm afraid that in Broomstick version is Collada file loading not yet implemented. Available parsers are AC3D, AWD, MD2, MD5, 3DS and OBJ (see git hub parses source folder)..