Quill VR animation to .glb

This is tricky because .abc uses features that most other formats don’t have. It’s basically a format dedicated to a special type of animation. My suggestion of .mdd won’t work in this case, because the animation has different vertex counts on each frame. I think the steps you want to take would be:

  1. In Blender, export to .obj and be sure to enable the “Animation” option during export. This will create many OBJ files, so you’ll want to export to an empty folder.
  2. Drag all of the OBJ files into https://threejs.org/editor/.
  3. Export from the Editor to a torch.glb file, containing all of the meshes.
  4. Run npm install --global @gltf-transform/cli@alpha to get an upcoming version of the glTF-Transform CLI.
  5. Run gltf-transform sequence torch.glb torch_animated.glb --pattern "Torch_*.obj" --fps 24

The .glb exported from the Editor contains each frame of the animation as a separate mesh, each with the name of the original OBJ. Then, step (5) creates a new animation that shows each of those meshes in sequence. If your original files were named differently, you’d have to adjust the --pattern argument to this command.

The final torch_animated.glb should contain your animation:

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