GLTF using Draco compression not visible in camera path recordings
reported by @dwillington
4 Replies
@dwillington - seems to work for me. what might we be doing differently?
For one, I'm using the exporting-360-videos-offline-video-rendering method. So the tilt sketch is moved to my Windows 10 laptop, and then rendered. Many other videos have rendered. I thought I may have screwed up and not have had the models on my PC/Documents/.../Models folder, but in that case, I'm certain the video would never have rendered in the first place, and I would've seen errors in the Player.log like:
NullReferenceException: Object reference not set to an instance of an object
at TiltBrush.ModelWidget.CreateModelsFromRelativePath (System.String relativePath,
In fact, I see these errors even now when I'm sure all the models are there, but this is related to another sketch rendering.
Let me redo this whole test again, ensuring that I'm referencing the Draco compressed models in both the headset and during PC render. I'll report back...
Also, this is a lower priority issue for me as I can always fall back to the non compressed models. But it was really useful to be able to load over 1000 of these spheres in a Quest 3S sketch with no issues, no stuttering, etc.
I'm going to expand this bug report to include the other issue with the flag GLTF. the issue was a bug in Unity GLTF and they pushed a fix. I havent had time to test it yet but I'm hoping this build will work with that file and others like it https://github.com/icosa-foundation/open-brush/actions/runs/17942769128#artifacts
GitHub
Fix GLTF blend shape import · icosa-foundation/open-brush@8114fe3
Open Brush is the open source, community led evolution of Tilt Brush! Forked from https://github.com/googlevr/tilt-brush - Fix GLTF blend shape import · icosa-foundation/open-brush@8114fe3
@dwillington i'm going to merge this fix as it seemed to work for me