i want to store some extra information in a gltf file. I know that the GLTF format supports this. In Blender, there is a "Custom properties" option which I can add to a mesh (int, float, string etc.) and when exporting this to gltf, it shows um in the gltf file
"meshes":[
{
"extras":{
"somestring":"test123"
},
"name":"Suzanne",
"primitives":[
{
"attributes":{
"POSITION":0,
"NORMAL":1,
"TEXCOORD_0":2
},
"indices":3
}
]
}
In Houdini, there is the "Export Custom Attributes" in the ROP GLTF Output node. I tried to add attributes as details to the mesh, but they dont show up in the gltf. In the docs it says:
When turned on, all public attributes are exported. When turned off, only attributes defined in the glTF standard are exported.
Attributes are exported with their original types whenever possible. However, glTF allows a maximum of 32 bits for floats and integers. Integers are also required to be unsigned. Attempting to export a datatype larger than this will narrow the type and print a warning.
Exported custom attribute names are the original names plus an _ (underscore) prefix.
As glTF only supports point attributes, name collisions will be resolved using the normal attribute resolution order.
I'm not entirely sure if I understand this information correctly: Only point attributes can be exported and not attributes via mesh?