GLB Import

Created October 12, 2020 Last modified October 7, 2021 gltf 関連整理 (3d3908af)

Import GLB file in Editor Mode

The procedure is the same as VRM import. Just drag and drop the GLB file into the Assets folder.

Starting with v0.68.0, we use DamagedHelmet as an example to illustrate import settings.

ReverseAxis Setting

The axis you want to reverse can be selected when transforming from glTF’s right-handed, Y-UP coordinate to Unity’s left-handed Y-UP coordinate.

  • Z-axis (same as before v0.68.0)
  • X-axis (added from v0.68.0)

Select Reverse Axis X or Z and click Apply button. The result will be reflected as shown in the image above.

Extract Materials and Textures ...

Same as we did in fbx import, initially material and textures will be imported into GLB. In this state, the settings for materials/textures are unchangeable (Readonly mode).


By clicking Extract Materials and Textures ..., materials and textures are extracted as external assets (Material.asset, Texture.png/jpg). In this way, the settings for materials/textures can be changed.


The image above shows that reference resources for materials/textures are properly assigned in Remapped Materials and Remapped Textures sections. Click Clear button to reset Material/Texture reference settings.

glb extract

https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/DamagedHelmet/glTF-Binary

clear

In the initial state (clear), the related Asset (Mesh, Material, Texture, AnimationClip) are stored as SubAsset of GLB:

  • texture_1.metallicRoughness is converted from texture_1 to be used in Unity’s Standard Shader.
  • texture_3.occlusion is converted from textrue_3 to be used in Unity’s Standard Shader.
  • texture_4.normal is converted from textrue_4 to be used in Unity’s Standard Shader.

extract

By clicking Extract Materials and Textures ..., materials/textures listed below will be generated:

  • Material_MR.mat
  • texture_0.jpg (color)
  • texture_1.metallicRoughness.png. Converted from texture_1 to be used in Unity’s Standard Shader
  • texture_2.jpg (emission)
  • texture_3.occlusion.png. Converted from texture_3 to be used in Unity’s Standard Shader
  • texture_4.jpg (normalMap)

gltf extract

https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/DamagedHelmet/glTF

clear

In the initial state (clear), the related Asset (Mesh, Material, Texture, AnimationClip) are stored as SubAsset:

  • Default_AO.occlusion is converted from Default_AO to be used in Unity’s Standard Shader.
  • Defualt_metalRoughness.metallicRoughness is converted from Defualt_metalRoughness to be used in Unity’s Standard Shader.

extract

By clicking Extract Materials and Textures ..., materials/textures listed below will be generated:

  • Material_MR.mat
  • Default_AO.occlusion.png. Converted from Default_AO to be used in Unity’s Standard Shader
  • Default_metalRoughness.metallicRoughness.png. Converted from Default_metalRoughness to be used in Unity’s Standard Shader

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