glTF/GLB Export

  • Updated

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

  1. Click File from the top menu bar.
  2. Click Export and select the glTF menu.
  3. Select what data to include in the Export window.
  4. Select the path to save.
  5. The exported file will be saved in the set path.

 

Components

glTF Export Option

image (8).png

Basic option

  • Format

    • glTF Binary(.glb)

      This function is for extracting as a GLB file format.

    • 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.

    • glTF Embedded(.gltf)

      This function is for extracting glTF mesh data and assets as a single file. (Increases file size.)

  • Smooth

    This function reflects the surfaces smoothly. The output is similar to turning on the Smoothing option in the 3D Viewing Toolbar.


  • 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.


  • 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.


  • 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.


  • Scale UV into 1x1

    This function exports the UV mesh in (1,1) coordinates.

    Untitled__9_.png
    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.
    Untitled__12_.pngUntitled__10_.pngThe UV layout follows the z-weave 2D layout. So we recommend placing the pattern according to the square ratio if you use this option.
    Untitled__13_.png
  • Split mesh
    This function extracts the meshes for a surface's front, back, and sides separately.
    Untitled__11_.png

    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

  • 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.

  • Mesh compression

    This function is to decrease the size of the mesh data.

Optimization

  • Texture resizing (power of two)

    This function is to make the texture pixel resolution a power of two.

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