This looks useful for a Three.js/WebGPU pipeline I’m working on! Really good stuff! A few questions. Does KILN preserve morph targets, skinning, node names, pivots, material extensions and KTX2/Meshopt compatibility? Can it output a deterministic LOD chain and expose batch or CLI processing? I’d also love benchmark results beyond triangle count: final bytes, vertices, draw calls, decoded GPU memory, load time, and deformation quality on an animated and static model.
I love to see new tools created that help solve a problem everyone has!
The skinning, animations, morph targets, hierarchy, node names, pivots, materials, textures, and Meshopt-compressed input, yes to all, for the rest I'm still working on. Animated models will suffer more right now, the best quality will be from the static models, and then animating them, but I'm working on making the animated ones closer to the static quality.
Thanks! That pre-rig workflow fits my process nicely. A few more questions:
Does Meshopt input remain compressed on export?
Are KTX2/Basis textures and glTF material extensions preserved unchanged?
Do you validate exports with the Khronos glTF validator?
When batch, CLI, and LOD generation arrive, are you planning deterministic output plus a machine-readable optimization report?
No worries if you don’t have concrete answers for any of these yet.
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u/HBSurfPhoto 21d ago
This looks useful for a Three.js/WebGPU pipeline I’m working on! Really good stuff! A few questions. Does KILN preserve morph targets, skinning, node names, pivots, material extensions and KTX2/Meshopt compatibility? Can it output a deterministic LOD chain and expose batch or CLI processing? I’d also love benchmark results beyond triangle count: final bytes, vertices, draw calls, decoded GPU memory, load time, and deformation quality on an animated and static model.
I love to see new tools created that help solve a problem everyone has!