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Monkey Frog Studio

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Blog Comments posted by Monkey Frog Studio

  1.  

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    You've convinced me to make GMF2 our default file format.

    Well, firstly, I didn't ask for it to be the DEFAULT file format, but recommended it as a format that could be supported by Leadwerks. And that was at least a year ago, too. Time moves on. Things progress. And as you worked with GLTF you found things you both liked and did not like. Due to the things you didn't like about GLTF (some of them mentioned in your post here), I then recommended USD as a possibility. Some are saying there are advantages USD has over GLTF. So, is there really any harm in looking at it? If you find that GLTF is great for what you want, then good. You've already done the work (or most of it), right? If you find USD is a viable option and provides benefits, then wouldn't you be happy to know about it?
     

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    If another standard is coming along that replaced GLTF, yet still does not give us fast-loading models, we need to invent our own.

    And when you do that, you then need a way for artists to get their content into your engine. That means exporting from their 3D package of choice into your custom file format. And that means someone creating and maintaining these export plugins for the various packages, such as Maya, 3DS Max, C4D, MODO, and Blender. 

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    We will still provide direct loading and optional conversion of GLTF files, and maybe also this new format,

    Glad to hear it.

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    but some of these huge CAD files we are working with would take ages to load if we have to sort through all the data.

    That's a standard issue with CAD files in a non-CAD application.

  2. What is USD?

    Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call "scene description".  Each of many cooperating applications in the pipeline  (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application.   Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.  

    From: https://graphics.pixar.com/usd/docs/index.html

  3. USD is used to transfer, well, anything you can do in a 3D modeling program. So, it doesn't matter if you use 3DS Max, Maya, or even Blender. If you can import/export out USD, you can bring the entire scene (models, materials, animations (including bones, etc.), lights ... everything, in one shot (if you want). Unity already supports USD. Unreal is getting ready to (if they don't already). And most 3D modeling programs do, too. Apparently it has advantages over GLTF. 

    USD Primer

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