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USDZExporter: recent changes aren't complete and are breaking existing experiences #25011
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hybridherbst
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Nov 24, 2022
…on specifiers Fixes mrdoob#25011
hybridherbst
added a commit
to needle-tools/three.js
that referenced
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Nov 24, 2022
…on specifiers Fixes mrdoob#25011
hybridherbst
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to needle-tools/three.js
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Mar 27, 2023
… proper disposal, and animation * added webgl_loader_multiple as example of how to load multiple files one after each other * added bounds fitting * added FBX import as second file type example * added material upgrade of FBX materials to MeshStandardMaterial to receive IBL * fix minDistance possibly being greater than maxDistance, fix animation loading and playback * switched to animationLoop workaround for having a nicely blurred background from the environment alternative blur approach: use texture mipmaps directly. less pretty clean up, add link to PR that will introduce background bluriness fix env bluriness (harder with mipmaps), fix HDRI Haven url update screenshot replace blurred background hack with new backgroundBlurriness feat: add USDZ loading, glTF export and USDZ export, FBX material conversion USDZExporter: fix default plane anchoring orientation and add precision specifiers (mrdoob#25012) Fixes mrdoob#25011 [XR] Feat: Allow passing GLTFLoader into OculusHandModel/XRHandMeshModel (mrdoob#25013) * feat: allow passing GLTFLoader into OculusHandModel/XRHandMeshModel * apply review feedback USDZExporter: guard against missing image data in textures USDZLoader: add hierarchy support and fix loading files exported with USDZExporter GLTFExporter: guard against missing image data in textures simplify null check cleanup child name and add example for texture traversal after loading added file input button, added download button for OBJ
hybridherbst
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Mar 30, 2023
… proper disposal, and animation * added webgl_loader_multiple as example of how to load multiple files one after each other * added bounds fitting * added FBX import as second file type example * added material upgrade of FBX materials to MeshStandardMaterial to receive IBL * fix minDistance possibly being greater than maxDistance, fix animation loading and playback * switched to animationLoop workaround for having a nicely blurred background from the environment alternative blur approach: use texture mipmaps directly. less pretty clean up, add link to PR that will introduce background bluriness fix env bluriness (harder with mipmaps), fix HDRI Haven url update screenshot replace blurred background hack with new backgroundBlurriness feat: add USDZ loading, glTF export and USDZ export, FBX material conversion USDZExporter: fix default plane anchoring orientation and add precision specifiers (mrdoob#25012) Fixes mrdoob#25011 [XR] Feat: Allow passing GLTFLoader into OculusHandModel/XRHandMeshModel (mrdoob#25013) * feat: allow passing GLTFLoader into OculusHandModel/XRHandMeshModel * apply review feedback USDZExporter: guard against missing image data in textures USDZLoader: add hierarchy support and fix loading files exported with USDZExporter GLTFExporter: guard against missing image data in textures simplify null check cleanup child name and add example for texture traversal after loading added file input button, added download button for OBJ
hybridherbst
added a commit
to needle-tools/three.js
that referenced
this issue
May 23, 2023
… proper disposal, and animation * added webgl_loader_multiple as example of how to load multiple files one after each other * added bounds fitting * added FBX import as second file type example * added material upgrade of FBX materials to MeshStandardMaterial to receive IBL * fix minDistance possibly being greater than maxDistance, fix animation loading and playback * switched to animationLoop workaround for having a nicely blurred background from the environment alternative blur approach: use texture mipmaps directly. less pretty clean up, add link to PR that will introduce background bluriness fix env bluriness (harder with mipmaps), fix HDRI Haven url update screenshot replace blurred background hack with new backgroundBlurriness feat: add USDZ loading, glTF export and USDZ export, FBX material conversion USDZExporter: fix default plane anchoring orientation and add precision specifiers (mrdoob#25012) Fixes mrdoob#25011 [XR] Feat: Allow passing GLTFLoader into OculusHandModel/XRHandMeshModel (mrdoob#25013) * feat: allow passing GLTFLoader into OculusHandModel/XRHandMeshModel * apply review feedback USDZExporter: guard against missing image data in textures USDZLoader: add hierarchy support and fix loading files exported with USDZExporter GLTFExporter: guard against missing image data in textures simplify null check cleanup child name and add example for texture traversal after loading added file input button, added download button for OBJ
hybridherbst
added a commit
to needle-tools/three.js
that referenced
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Jun 10, 2023
… proper disposal, and animation * added webgl_loader_multiple as example of how to load multiple files one after each other * added bounds fitting * added FBX import as second file type example * added material upgrade of FBX materials to MeshStandardMaterial to receive IBL * fix minDistance possibly being greater than maxDistance, fix animation loading and playback * switched to animationLoop workaround for having a nicely blurred background from the environment alternative blur approach: use texture mipmaps directly. less pretty clean up, add link to PR that will introduce background bluriness fix env bluriness (harder with mipmaps), fix HDRI Haven url update screenshot replace blurred background hack with new backgroundBlurriness feat: add USDZ loading, glTF export and USDZ export, FBX material conversion USDZExporter: fix default plane anchoring orientation and add precision specifiers (mrdoob#25012) Fixes mrdoob#25011 [XR] Feat: Allow passing GLTFLoader into OculusHandModel/XRHandMeshModel (mrdoob#25013) * feat: allow passing GLTFLoader into OculusHandModel/XRHandMeshModel * apply review feedback USDZExporter: guard against missing image data in textures USDZLoader: add hierarchy support and fix loading files exported with USDZExporter GLTFExporter: guard against missing image data in textures simplify null check cleanup child name and add example for texture traversal after loading added file input button, added download button for OBJ
hybridherbst
added a commit
to needle-tools/three.js
that referenced
this issue
Jul 6, 2023
… proper disposal, and animation * added webgl_loader_multiple as example of how to load multiple files one after each other * added bounds fitting * added FBX import as second file type example * added material upgrade of FBX materials to MeshStandardMaterial to receive IBL * fix minDistance possibly being greater than maxDistance, fix animation loading and playback * switched to animationLoop workaround for having a nicely blurred background from the environment alternative blur approach: use texture mipmaps directly. less pretty clean up, add link to PR that will introduce background bluriness fix env bluriness (harder with mipmaps), fix HDRI Haven url update screenshot replace blurred background hack with new backgroundBlurriness feat: add USDZ loading, glTF export and USDZ export, FBX material conversion USDZExporter: fix default plane anchoring orientation and add precision specifiers (mrdoob#25012) Fixes mrdoob#25011 [XR] Feat: Allow passing GLTFLoader into OculusHandModel/XRHandMeshModel (mrdoob#25013) * feat: allow passing GLTFLoader into OculusHandModel/XRHandMeshModel * apply review feedback USDZExporter: guard against missing image data in textures USDZLoader: add hierarchy support and fix loading files exported with USDZExporter GLTFExporter: guard against missing image data in textures simplify null check cleanup child name and add example for texture traversal after loading added file input button, added download button for OBJ fix: GLTF and USDZ exporters break with missing images in textures adjust title and description, convert OBJ mats to MeshStandardMaterial so they use IBL updated screenshot
hybridherbst
added a commit
to needle-tools/three.js
that referenced
this issue
Sep 7, 2023
… proper disposal, and animation * added webgl_loader_multiple as example of how to load multiple files one after each other * added bounds fitting * added FBX import as second file type example * added material upgrade of FBX materials to MeshStandardMaterial to receive IBL * fix minDistance possibly being greater than maxDistance, fix animation loading and playback * switched to animationLoop workaround for having a nicely blurred background from the environment alternative blur approach: use texture mipmaps directly. less pretty clean up, add link to PR that will introduce background bluriness fix env bluriness (harder with mipmaps), fix HDRI Haven url update screenshot replace blurred background hack with new backgroundBlurriness feat: add USDZ loading, glTF export and USDZ export, FBX material conversion USDZExporter: fix default plane anchoring orientation and add precision specifiers (mrdoob#25012) Fixes mrdoob#25011 [XR] Feat: Allow passing GLTFLoader into OculusHandModel/XRHandMeshModel (mrdoob#25013) * feat: allow passing GLTFLoader into OculusHandModel/XRHandMeshModel * apply review feedback USDZExporter: guard against missing image data in textures USDZLoader: add hierarchy support and fix loading files exported with USDZExporter GLTFExporter: guard against missing image data in textures simplify null check cleanup child name and add example for texture traversal after loading added file input button, added download button for OBJ fix: GLTF and USDZ exporters break with missing images in textures adjust title and description, convert OBJ mats to MeshStandardMaterial so they use IBL updated screenshot
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Describe the bug
Seems like #24854 and #22854 aren't quite complete, there's missing
toPrecision
calls for the camera values and default plane anchoring is now vertical, resulting in everything being placed on walls instead of floors by default.I'll make a PR fixing those in a moment, but wanted to open an issue first... if this version of three goes out as-is things like model-viewer USDZ auto-conversion would be broken. cc @elalish
To Reproduce
Steps to reproduce the behavior:
On latest dev, go to the USDZ exporter sample and export the file on iOS.
Expected behavior
Same as before, object should be placed on the floor. Now it's on walls 🙃
Platform:
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