MCglTF

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MCglTF

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glTF library for Minecraft Mod

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About

Project Details

Type
Mod
License
MIT License
Latest Version
MCglTF-1.19.3-Forge-2.1.0.0
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

MCglTF is a 3D model loader library which load glTF format file and prepare the required techniques to render the model for Minecraft Modding enviroment.
Various features from glTF spec are available, but still remain a good compatibility and performance.

github.com/TimLee9024/MCglTF-Example

What is glTF?

The following image gives an overview of glTF:

glTF overviewFrom github.com/javagl/gltfOverview/

Japanese translation by Takuto Takahashi

More detail github.com/KhronosGroup/glTF/

Usages

The example codes for rendering Block, Item, and Entity

Features

  • ✅ GLTF format (Embedded resources or via ResourceLocation)
  • ✅ GLB format
  • ✅ UVs
  • ✅ Normals
  • ✅ Tangents
  • ✅ Vertex colors
  • ✅ Materials (Require OptiFine or Iris Shaders and supported ShaderPack for PBR and Normal map)
  • ✅ Textures
  • ❎ Mutiple texture coordinates (For compatibility reason with Vanilla)
  • ✅ Rig
  • ✅ Animations (multiple)
  • ✅ Morph targets
  • ✅ Zero-scale node culling (https://github.com/KhronosGroup/glTF/pull/2059)

 

Frequently Asked Question

Q. Why my texture for my model does not show up?
A. You need to defined material inside "extras" of "materials" to link your texture. For more details please visit wiki page.

Q. Why two animations cannot control translation/rotation/scale/weight in same node at the same time and cause one of the animation not playing?
A. There is no animation blending technique defined in glTF specification, so the animations created by GltfAnimationCreator does not support animation blending too. You need to create your own animation processor based on your scenario.

Q. How to apply my custom processing to the model like custom material(e.g. apply player skin) or create special OpenGL commands for specified node?
A. For more advanced way to generate OpenGL commands for glTF model, you can override and return false to isReceiveSharedModel(GltfModel, GltfRenderDatas) in your IGltfModelReceiver. This allow you to create your custom RenderedGltfModel based on supplied GltfModel. (Beware to add your OpenGL objects like VBO, VAO, Texture, etc to GltfRenderDatas for deletion during refresh resource.)

Credit

MCglTF is a 3D model loader library which load glTF format file and prepare the required techniques to render the model for Minecraft Modding enviroment.
Various features from glTF spec are available, but still remain a good compatibility and performance.

enter image description here

Usages

The example codes for rendering Block, Item, and Entity

Features

  • ✅ GLTF format (Embedded resources or via ResourceLocation)
  • ✅ GLB format
  • ✅ UVs
  • ✅ Normals
  • ✅ Tangents
  • ✅ Vertex colors
  • ✅ Materials (Require OptiFine or Iris Shaders and supported ShaderPack for PBR and Normal map)
  • ✅ Textures
  • ❎ Mutiple texture coordinates (For compatibility reason with Vanilla)
  • ✅ Rig
  • ✅ Animations (multiple)
  • ✅ Morph targets
  • ✅ Zero-scale node culling (https://github.com/KhronosGroup/glTF/pull/2059)

Frequently Asked Question

Q. Why my texture for my model does not show up?
A. You need to defined material inside "extras" of "materials" to link your texture. For more details please visit wiki page.

Q. Why two animations cannot control translation/rotation/scale/weight in same node at the same time and cause one of the animation not playing?
A. There is no animation blending technique defined in glTF specification, so the animations created by GltfAnimationCreator does not support animation blending too. You need to create your own animation processor based on your scenario.

Q. How to apply my custom processing to the model like custom material(e.g. apply player skin) or create special OpenGL commands for specified node?
A. For more advanced way to generate OpenGL commands for glTF model, you can override and return false to isReceiveSharedModel(GltfModel, GltfRenderDatas) in your IGltfModelReceiver. This allow you to create your custom RenderedGltfModel based on supplied GltfModel. (Beware to add your OpenGL objects like VBO, VAO, Texture, etc to GltfRenderDatas for deletion during refresh resource.)

Credit

Screenshots

Gallery

  • Morph Targets (Click thumb to view gif)
    Morph Targets (Click thumb to view gif) Test from github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/AnimatedMorphCube
  • Vertex Skinning (Click thumb to view gif)
    Vertex Skinning (Click thumb to view gif) Test from github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/CesiumMan
  • Tangents from MeshPrimitives' Attribute
    Tangents from MeshPrimitives' Attribute Test from github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest with BSL Shaders
  • Tangents generated from Mikk Tangent Space Generator
    Tangents generated from Mikk Tangent Space Generator Test from github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest with BSL Shaders
  • PBR Materials
    PBR Materials Test from github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/MetalRoughSpheres with BSL Shaders
  • Work with BSL Shaders
    Work with BSL Shaders This is ingame screenshot with example usage: github.com/ModularMods/MCglTF-Example
  • Skinning
    Skinning
  • Morph target
    Morph target
  • Shaders
    Shaders

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~860,000
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CurseForge
~830,000
Modrinth
~35,000
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CurseForge
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CurseForge
Modrinth
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