有没有办法将gltf转换为dae? [英] Is there a way to convert gltf to dae?

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问题描述

我可以使用 collada到gltf 转换器制作gltf文件。



但是有办法扭转这种情况吗?

解决方案

更新-2019年10月-Blender 2.80附带了完整的glTF 2.0导入/导出功能。它还具有COLLADA导入/导出功能,因此可用于将一个转换为另一个。



更新-2018年11月 glTF 2.0版的答案,自最初提出该问题以来,它几乎已经完全取代了1.0版。工具,其中许多在官方的Khronos glTF自述文件的 glTF工具部分中列出。



旧版glTF 1.0



尽管有许多命令行实用程序可用于转换为glTF时,从glTF到COLLADA或其他任何方式的选择都更加有限。需要了解的一件事是,glTF旨在成为运行时交付格式,而不是像COLLADA这样的交换格式。 glTF努力以尽可能接近GPU就绪的形式存储其内部数据,并将网格数据组织成可以用作顶点属性的数据结构,依此类推。 Khronos的口号是glTF是 3D的JPG,这意味着它广泛分布于各种渲染引擎。



因此,将glTF导入3D编辑打包就像将JPG加载到绘画程序中一样。您可以执行此操作,但是在导入之后,您要避免往返传送格式的任何不必要的往返。因此,您将使用绘画程序的本机保存格式(.psd或.xcf等)或3D建模者的本机保存格式来保留自己的作品可编辑副本,并运送导出的JPG或PNG或glTF进行广泛分发。



即使如此,随着时间的推移,我确实希望有更多的进口商可以使用。 glTF版本1.0的内部结构使此操作非常困难(其顶点着色器将使用大量属性数据,而无需将其明确标记为位置或法线等)。glTF2.0用现代的管道资产的问题,其中带有清晰标记的网格位置,法线和其他数据,为您打开了大门用于将来的各种进口工具和实用程序。


I can make gltf files with the collada to gltf converter.

But is there a way to reverse this?

解决方案

UPDATE - October 2019 - Blender 2.80 has shipped with full glTF 2.0 import/export capability. It also has COLLADA import/export capability, so can be used to convert one to the other.

UPDATE - November 2018 rewrote answer for glTF version 2.0, which has almost completely replaced 1.0 in the time since this question was originally asked.

glTF 2.0 can be processed by a variety of tools, many of which are listed on the glTF Tools section of the official Khronos glTF README.

Older glTF 1.0

While there are numerous command-line utilities for converting to glTF, the options are much more limited going the other way, from glTF to COLLADA or anything else. One thing to understand about this is that glTF is intended to be a runtime delivery format, not an interchange format like COLLADA. glTF strives to store its internal data in as close to GPU-ready form as possible, with mesh data organized into data structures that can be used as vertex attributes, and so on. Khronos has a tagline that glTF is "the JPG of 3D" meaning that it has wide distribution to rendering engines of all kinds.

So, importing a glTF into a 3D editing package is something like loading a JPG into a paint program. You can do it, but after the import you want to avoid any unnecessary round-trips to and from the delivery format. So you would use the paint program's native save format (.psd or .xcf etc), or the 3D modeler's native save format, to keep your own editable copy of your work, and ship the exported JPG or PNG or glTF for wide distribution.

Even so, I do expect more importers to become available as time goes on. glTF version 1.0 had an internal structure that made this quite difficult (its vertex shaders would use swaths of attribute data without explicitly marking them as positions or normals, etc.) glTF 2.0 replaced those custom shaders with modern pipeline assets, with clearly marked mesh position, normal, and other data, opening the door for future import tools and utilities of all kinds.

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