Overview
ZLS files can be exported into glTF/GLB format, which is a 3D file commonly used in web browsers.
Location
Menu Bar > File > Export > GLTF
Operation Method
- Click File from the top menu bar.
- Click Export and select the glTF menu.
- Select what data to include in the Export window.
- Select the path to save.
- The exported file will be saved in the set path.
Components
glTF Export Option
Basic option
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Format
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glTF Binary(.glb)
This function is for extracting as a GLB file format.
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glTF Separate(.gltf + textures)
This function is for extracting glTF mesh data and assets separately. The materials and fabrics used are extracted on the same path.
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glTF Embedded(.gltf)
This function is for extracting glTF mesh data and assets as a single file. (Increases file size.)
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Smooth
This function reflects the surfaces smoothly. The output is similar to turning on the Smoothing option in the 3D Viewing Toolbar.
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Thickness
This function reflects the Thickness for each Surface. The output is similar to turning on the Thickness option on the 3D Viewing Toolbar. When Thickness is unchecked, every Surface will be exported thin.
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Export Avatar
This function exports the Avatar together with the file. When Avatar is unchecked, the output is similar to unchecking Show Avatar in 3D via Side panel > Avatar.
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Export accessories
This function exports accessories such as buttons, logos, and stitches along with the files. If the Accessories option is unchecked, the file will be exported without the accessories.
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Scale UV into 1x1
This function exports the UV mesh in (1,1) coordinates.
When it is turned on, UV is exported to fit in the (1,1) coordinates and ignores the fabric placer. On the other hand, when it is turned off, UV does not fit in (1,1) coordinates, and UV size changes depending on the size of the fabric placer applied.The UV layout follows the z-weave 2D layout. So we recommend placing the pattern according to the square ratio if you use this option.
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Split mesh
This function extracts the meshes for a surface's front, back, and sides separately.When this option is enabled, each face's front, back, and side meshes are extracted separately. The separated meshes can be assigned different materials.
If the option is turned off, the result is a single, non-separated mesh that cannot have different materials assigned to each side and will use a common material.
Advanced option
Size reduction
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Max texture size
This function is to limit the maximum size of textures. Textures that exceed the size will be resized to the maximum texture size.
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Mesh compression
This function is to decrease the size of the mesh data.
Optimization
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Texture resizing (power of two)
This function is to make the texture pixel resolution a power of two.
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