is been some time since i was evaluating Three.js for a possible photogrammetry pipeline program (pwa) at my workplace.
After multiple back and forth and many other priorities more priority …
The project is back now and we officially start the dev.
Well, i know gltf are favorite in open source but unfortunately he is not popular with professional program.
And i remember there is no plan for alambic (ABC) loader for three.js.
Remain the venerable OBJ and the vaious FBX i can say, because there is not one FBX but endless interpretation due to the close proprietary sources.
So, in the battle of modern file format, USDZ are the one who seem to gain growing interest.
Since you have USDZ exporter, do you have a plan for USDZ loader ?
I think it’s better to to think of USD (and USDZ) as a format for use in art/development pipelines, and for teams to collaboratively edit the same scenes. USD was not originally designed to be published to the web, and building a loader in three.js is far less practical than loading glTF for reasons described elsewhere. By contrast, glTF is designed specifically for publishing and transmission, and is popular for use on the web for that reason.
There have been examples built using USD on the web, but the WASM library required to parse it is much larger than the entire three.js library — so I think it remains a format for a different use case than glTF for the foreseeable future.
Disclaimer: I’m a contributor to glTF, THREE.GLTFLoader, and three.js.
Thx for ansering and for the extended info about Gltf.
I have nothing against Gltf and i will be glad to use it.
But all the major program used at my workplace simply do not export as Gltf.
And this is a industry problem, and long blurry talk for what reasons all the major pro programs don’t use Gltf, they seem to favor Usd instead.
Anyway, at least the Fbx work fine for now, but all the effort are oriented to Usd.
I’m not sure what industry you’re in or what programs you use, could you elaborate?
Companies like Autodesk (makers of Maya and 3DS Max) are investing in USD because it’s valuable for art and development pipelines, allows teams to work together more effectively, and can losslessly store workflow details like shader graphs, edit history, modifiers, … USD has been very popular in film / VFX for a long time for these reasons.
But for those same reasons, publishing those USD files for transmission to runtime applications is not really a thing — you have to strip the format down to a more focused set of runtime-friendly features. For example, Apple’s USDZ viewers support very few of USD’s features, and (as far as I can see) most workflows to create USDZ files for Apple’s viewers start by exporting to glTF first and then using something like usd_from_gltf to convert.
Note that companies like Autodesk and Adobe are also involved in glTF (e.g. the current chair of the glTF standards group is an Autodesk employee) so clearly they see complementary value in both formats here. Support for glTF in Autodesk 3DS Max 2022 has been announced.
Aside – if you need something in the meantime, Blender’s glTF support is very good, and is the workflow most three.js devs currently use.