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    GLB / GLTF Export issues - named animation tracks?

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    • A
      atomician last edited by

      Hello all,

      I've been asked to produce some models in a web ready format, so that they can be uploaded to our web viewer in either GLB or glTF. Cinema 4D is the program I know and enjoy - I don't really have experience in any other 3D modelling programs, so I'm a bit tied to it.

      I've been struggling with this for a while now. I had to recreate all my redshift materials as PBR materials, and after a lot of tweaking I've got this looking really good. I have spent weeks on this getting the workflow right - exporting the Cinema 4d model as a GLB model and optimising it, without losing textures or breaking the model.

      Having got that perfected, I'm now trying the process on another model, and this model needs to have named animation tracks. But this seems to be unsupported?

      After some research I found this post: https://cineversity.forums.maxon.net/topic/375/name-animations-glb/4 - and also a youtube tutorial which involves exporting to FBX and then converting to GLB. This method creates named animation tracks from the take system perfectly.... But it breaks all the materials I spent so long working on.

      Is there anyway to export to GLB or glTF from C4D, with both materials and animation tracks intact, or do I need to start learning blender or something?

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      • Referenced by  A atomician 
      • noseman
        noseman last edited by

        I don't know if this helps but here's some guidance and a plugin
        https://bakedpixels.publixr.com/gltf-export/

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        • E
          entry-newspaper last edited by

          Noseman's link is interesting. However, and I only did a cursory review of that site, I'm not sure how it really handles BSDF materials.
          When I needed to generate some glTF files, of my client's products, I had no choice but to quickly learn some Blender basics. There was simply ZERO way to export my carefully crafted RS materials, from either Cinema nor RS. I had to rebuild those in Blender, but that then allowed me to have very faithful representations in any VR viewer.

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