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# open-brush-beta-testing
  • a

    andybak

    09/11/2025, 2:41 PM
    they are fine in blender
  • d

    dwillington

    09/11/2025, 2:41 PM
    sketchfab is the source of nearly all my models
  • a

    andybak

    09/11/2025, 2:47 PM
    one thing i spotted is that it uses KHR_materials_pbrSpecularGlossiness - which is a deprecated extension.
  • a

    andybak

    09/11/2025, 2:48 PM
    but it should still be supported
  • a

    andybak

    09/11/2025, 2:50 PM
    yeah. that's annoying: > KHR_materials_pbrSpecularGlossiness has been deprecated, material Material may not look correct. Use
    gltf-transform metalrough
    or other tools to convert to PBR. (File: Assets/06_shark_hammer_3d_model_free.glb)
  • a

    andybak

    09/11/2025, 2:50 PM
    https://cdn.discordapp.com/attachments/1176868132455973035/1415711101429219560/image.png?ex=68c43335&is=68c2e1b5&hm=37cea886d8a810f7e97ec08b895e25ae38a0e2f13d22cf390df65a1ee0d4e28b&
  • a

    andybak

    09/11/2025, 2:50 PM
    no texture map. looks like UnityGLTF just doesn't handle this properly. I could probably write an import plugin that fixes this case.
  • a

    andybak

    09/11/2025, 2:52 PM
    https://github.com/KhronosGroup/UnityGLTF/issues/798
  • d

    dwillington

    09/11/2025, 2:53 PM
    here are a couple of more not showing textures: an_model_47a_-_loggerhead_sea_turtle.glb c_alfa_romeo_stradale_1967.glb
  • a

    andybak

    09/11/2025, 2:53 PM
    damn. this leaves me with a bit of a quandry. i don't want to have 3 completely separate gltf importers as it bloats the app and makes issues harder to debug
  • a

    andybak

    09/11/2025, 2:54 PM
    unitygltf is generally much more forgiving - but this seems to be one case where it isn't
  • a

    andybak

    09/11/2025, 2:54 PM
    i'll see if i can hack something in this case - but they don't display in three.js either so it will be giving people false hope
  • d

    dwillington

    09/11/2025, 2:55 PM
    also, while I'm testing, I notice I can get through about ~ 24 models before Open Brush Beta crashes. I just repeated this 3 times in a row. I load the thumbnails one by one, and when I'm at the end of the second page, it crashes. Happened thrice.
  • a

    andybak

    09/11/2025, 2:55 PM
    > The "Old Well" model uses the deprecated KHR_materials_pbrSpecularGlossiness extension, which is not supported anymore. Some viewers may still support it, but UnityGLTF's newer ShaderGraph-based materials do not. > > You can open the model with https://gltf.report/ to convert it (open it, accept the conversion, then click on "Export" on the right side). Then import it in Unity. https://github.com/KhronosGroup/UnityGLTF/issues/798#issuecomment-2474265068
  • a

    andybak

    09/11/2025, 2:55 PM
    ok. is it crashing with any message?
  • d

    dwillington

    09/11/2025, 2:56 PM
    capture it, put it low priority. I'm not so concerned about one model...
  • a

    andybak

    09/11/2025, 2:56 PM
    https://cdn.discordapp.com/attachments/1176868132455973035/1415712674733625488/image.png?ex=68c434ac&is=68c2e32c&hm=acd75aec57068e23a640eebb780300034967d1571c0dd5eb12377eedc4a31c1b&
  • "Low Memory"
    d

    dwillington

    09/11/2025, 2:56 PM
    "Low Memory"
    a
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  • a

    andybak

    09/11/2025, 2:57 PM
    if you can check in gltf report and let me know any models that don't display textures where the cause is different to this
  • a

    andybak

    09/11/2025, 3:00 PM
    (also - resaving in Blender will probably fix the issue when it is KHR_materials_pbrSpecularGlossiness )
  • d

    dwillington

    09/11/2025, 3:01 PM
    okay...I will say I would really like to preserve the ability to have auto-play work. Either it's on by default and can be turned off for people dealing with problematic models. Seems like it should be the exception vs. the rule, but maybe a user community vote issue. At the least, I would like to configure auto-play on (persisting on restarts), so when I hand the device over for demos, the animation performs automatially as is current behavior. This is a huge part of the delightful experience I'm sharing with users that comes out of the box. Anyway...
  • a

    andybak

    09/11/2025, 3:07 PM
    yeah. i'll have a think about the best way forward. i certainly don't intend for this to leave beta without a better solution
  • a

    andybak

    09/12/2025, 11:22 AM
    ugh. turns out animation was broken by some later changes. I have to rename nodes in the imported gltf to ensure they all have unique paths (my "break apart models" code relies on paths) I should have maybe not relied on having unique node paths but it's done now and that code is so gnarly that I'm loathe to touch it. Trouble is - animation clips rely on paths also and they still use the original paths. And modifying animation clips at runtime is impossible without reflection (which might cause other issues down the line on some platforms)
  • a

    andybak

    09/12/2025, 11:23 AM
    so - i'm in yak shaving mode now! trying to figure out where to hook into the gltf import process so that i can rename nodes before the animation clips are created!
  • a

    andybak

    09/12/2025, 11:45 AM
    Fixed! And the animations export correctly (as newglb format anyway)
  • a

    andybak

    09/12/2025, 2:09 PM
    I'll push out a new beta later today
  • d

    dwillington

    09/17/2025, 3:10 AM
    just did a quick test, yes many of the animations have returned. But I see a couple so far that are broken: an_elephant.glb cc_ns_flag3.glb The cc_ns_flag3 is a big one for me, it's in use in a lot of ways for me. I'll have to test all the models to have a more comprehensive report.
  • d

    dwillington

    09/17/2025, 3:11 AM
    Also, I don't know how to know I have the latest beta. Under Settings, the release and model number info was showing the same so I did an Uninstall / Install to be sure. But I would want to avoid all that just to make sure I'm on the latest
  • a

    andybak

    09/18/2025, 8:17 AM
    It should just autoupdate from the Meta Store. I've never seen it take more than 10m from when we finish publishing. Can you remember what the release numbers said?
  • a

    andybak

    09/18/2025, 8:19 AM
    (if you revert from beta back to normal release I think you do have to uninstall/reinstall because it sees it as an older version)