. In SketchUp, select Window Extension Manager.
Click the Install Extension button. In the Open dialog box that appears, navigate to the.rbz file saved to your computer, select the file, and click OK (Microsoft Windows) or Open (Mac OS X). Restart SketchUp For versions older than SketchUp 2017, here's how you can access the Extension Manager:. In SketchUp, select Window Preferences (Microsoft Windows) or SketchUp Preferences (Mac OS X). In the dialog box that appears, select Extensions in the sidebar on the left.
Could this new 3D interchange format be used with Cheetah as a means of replacing FBX for exporting animations to other apps? Seems very exciting: Open source and much more compact (designed for streaming and WebGL). Octane Render is going to be supporting this as an import format so it would be a great way to get Cheetah animations into that as an additional rendering option. If we had gLTF and Alembic support (or some means of exporting physics sims) then I don’t think I would ever have to leave Cheetah for modeling and animation! It looks very promising and of course Apple is out to lunch. Basically if we get a solid, portable reference implementation I would imagine we'd see quick adoption by all the major players (basically if we get support in unity) Sadly their headline supporter is Oculus which has lost a ton of credibility over the last year with fumbled rollouts and lackluster products (and pretty much focusing squarely on windows after being all about cross-platform when they launched).
(I've been considering moving from unity to pure JavaScript/WebGL since that's what I do for a living, unity is an expensive hobby, and webassembly means that the performance disadvantage for the web is about to pretty much go away; the lack of a robust file interchange format that works in browsers is a huge sticking point.). Hi, I have some doubts that this file format will gain too much attention. It's too specific to OpenGL/Vulkan. The Mac is moving away from OpenGL and Windows is dominated by DirectX. I also can't see a single feature in glTF which isn't already in FBX/DAE. GlTF actually offers less functionality. Last but on least it looks like Autodesk is already working on a FBX/DAE - glTF converter so it's probably just a matter of time until glTF support shows up in the FBX SDK.
So for the first FBX/DAE will stay the primary exchange file formats. I have some doubts that this file format will gain too much attention. It's too specific to OpenGL/Vulkan. The Mac is moving away from OpenGL and Windows is dominated by DirectX. I also can't see a single feature in glTF which isn't already in FBX/DAE.
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GlTF actually offers less functionality. Last but on least it looks like Autodesk is already working on a FBX/DAE - glTF converter so it's probably just a matter of time until glTF support shows up in the FBX SDK. So for the first FBX/DAE will stay the primary exchange file formats. Again Martin thanks for taking the time to elaborate on my questions and, in this case, explain why glTF would not be the best export format for Cheetah. I just got excited when I heard Octane was going to be using it as one of its import formats (currently it only accepts OBJ and Alembic). Do you have any plans at all to implement Alembic export or explore some other means by which we could use Cheetah particles and physics sims in other applications?
If the cache from physics sims could be made accessible to other application in some interchange format that would be so useful. I hope that we get glTF support via the FBX toolkit at minimum (although the dominance of, and our reliance upon, Autodesk in this space remains disturbing). I did a bit of investigating (basically, I integrated threejs and babylonjs with and did some experimenting). To say that the pipeline from C3D (or even Blender) to Web is painful is an understatement.
Collada support is sadly more fantasy than fact (lots of folks claim to have it, but damned if I could get anything useful to work — it actually makes working with collada and SceneKit seem trivial in comparison). Even if I could get collada to work, as far as I can tell, I lose Cheetah's takes when I export (I just get the current take) which is going to be pretty hellish to deal with. (Compare this to Unity which is almost painless.) Blender has a dedicated babylonjs exporter, but I couldn't get it to work.
(It spits out useless error messages and fails OR 'successfully' produces files that don't load. That said, the obj loader doesn't work on its own demo page.) OBJ works for static stuff, but I can write an OBJ parser in a couple of hours.
The best demo I've seen (and no, I haven't managed to get this to work myself) is (by the way, both babylon and three are supporting glTF; since glTF is JSON this is a no-brainer). What's truly amazing to me is that these 'bleeding edge' 3d frameworks are so far behind the times in terms of code architecture — both install themselves as globals and don't support common.js require. Babylonjs is so primitive I had to write a special extension to my require implementation just to load it.
It's enough to send me back to Unity. OK I've spent enough time on this today I don't know if Apple will provide some credible alternative to glTF that is Metal-centric. I doubt it, and it's not like Apple's geometry or shader models are going to be that different whatever Apple does. If anything, the industry in converging on the 'standard PBR shader' model (which I believe you're planning to support in some way shape or form). Meanwhile:. glTF is remarkably well-supported by WebGL libraries now (better than Collada or FBX).
presumably we will get adequate glTF support via the FBX sdk. WebGL is the next big 3D runtime platform and it isn't going anywhere no matter what Apple does glTF is JSON, which is Javascript native.
So is.babylon, but that's proprietary and the code does not smell good. JSON would be easy for plugins to emit, parse, and manipulate. Again Martin thanks for taking the time to elaborate on my questions and, in this case, explain why glTF would not be the best export format for Cheetah. I just got excited when I heard Octane was going to be using it as one of its import formats (currently it only accepts OBJ and Alembic).
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Do you have any plans at all to implement Alembic export or explore some other means by which we could use Cheetah particles and physics sims in other applications? If the cache from physics sims could be made accessible to other application in some interchange format that would be so useful. I think we already had that discussion about Alembic in another thread. FBX also allows the export of baked animations and particles.
I just haven't found the time to add the functionality yet. There is very little you can do with Alembic which isn't possible with FBX too. As I already said I will focus on the two most popular 3D exchange file formats and these are FBX and Collada. I can't get lost by adding support for more and more file formats which offer very little advantage over the already existing and well established ones. Have you asked the Octane developers to add FBX support.
FBX is by far the most popular 3D file format at the moment. And they should also have multiple times the humane resources.
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