List of Contents
Objective
Import or export glTF 2.0 (GLTF/GLB) files.
Location
Main Menu ▶ File ▶ Import/Export ▶ glTF 2.0 (GLTF/GLB)
Operation
- Click the menu indicated in Location.
→ The Open File window opens.
- Select the desired file and click OK.
→ The Import window opens. - Configure the settings and click OK.
Option Description Open Type Open or add new files. Object Type Load as Avatar / Trim (ver 6.0) Load a GLTF/GLB file as an avatar / trim. Arrangement Points
Auto Generate (ver 6.0)It automatically creates a Bounding Volume/Arrangement Points suitable for GLTF/GLB. Scale Type in the Scale or select the desired unit.
※ Note: Commonly used default unit for GLTF file is Meter.
Axis Conversion Invert each axis of the OBJ as needed.
- Select the menu/tool indicated in Location.
→ The Save File window opens.
- Select the desired saving path and click Save.
→ The Export window opens. - Configure the settings and click OK.
Option Description Object Select All Avatars/ Patterns/ Graphics/ Trims Select or deselect objects to be exported. Single/ Multiple Objects Export the object as a single or multiple objects. Unweld/Weld Choose to export vertex (points of mesh) of sewn pattern parts as multiple objects or a single point. Thick/Thin Choose to export the object with the thickness or not. Combined UV Coordinates A combined UV coordinates are also exported. Option Light
(Except for Render Lights)Export along with lights
Garment Animation
(ver 6.1)Export garment's animation. Scale Select the unit or the size of the object.
※ Note: Commonly used default unit for GLTF file is Meter.
Axis Conversion Invert each axis of the OBJ as needed.
FileSave Colorway (ver 6.1) Choose whether you export colorway or not. Combine to One File/Multiple Files
(ver 6.2)Choose whether you combine all colorways into one file or create separate files for each colorway. Save with glTF-Embedded (GLTF Only) Save textures as the glTF-Embedded format which includes texture files. Save with Zip Files (ZIP) Diffuse Color Combined on Texture When color is applied to the texture, the color is blended into the texture when exporting.
※ Note: Since the color is diffused to the UV map when the Combined UV Coordinates is selected, the menu is hidden.
Exclude Ambient Map & Color (Modo) Ambient Map and color are excluded when exporting..
※ Note: 'Since ambient maps and color are automatically excluded, the menu is hidden.
Save with MetaData (XML) Save garments' patterns (mesh), physical properties, and sewing information as MetaData (XML).
Property | Description | Required |
Reflection Factor | Reflection intensity of PBR material. In CLO, it has defaulted 15(0.15). Other engines and SW is defaulted 100(1.0) like the real world. |
No, Default: 1.0 |
Comments
Hi, I follow the instructions to get the best GLB export and tried many different saving options. But I can't get what I want to see. It doesn't look realistic as Clo Render. Is it possible to get the same result as render with GLB export ? Or it will never be as good as render ?
GLB looks like plastic :( this is the saving options I use:
I am having exactly the same problem. Have you already found out what is the solution?