Overview
Files in z-weave can be extracted by converting to glTF, which is a 3D file commonly used in web browsers.
Location
Menu > File > Export > GLTF
Operation Method
- Click File from the top menu bar.
- Click Export and select glTF menu.
- Select what data to include in the Export window.
- Select the path to save.
- Exported file will be saved in the set path.
Components
glTF Export Option
Basic Option
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Smooth
This function extracts a softer surface similar to the Smoothing option in the 3D menu. -
Thickness
This function reflects the thickness set for surfaces similar to the Thickness option in the 3D menu. Disabling Thickness extracts all surfaces thinly. -
Export Avatar
This function is for extracting avatars that were worked on. Disabling the avatar extracts the file without the avatar, similar to disabling Show Avatar in 3D (UI Panel > Avatar). -
Scale UV into 1x1
This function exports the UV mesh in (1,1) coordination.
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. -
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.
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Embedded Resource
This function is for extracting assets used during production as a single file. (Increases file size.) -
GBL
This function is for extracting as a GLB file format.
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 max texture size. - Mesh compression
This function is to decrease the size of mesh data.
Optimization
- Texture resizing (power of two)
This function is to make the texture pixel resolution power of two.
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