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Get involved with glTF specs for true interoperability.

Please read this if you are a physics, engineering, game building, or movie CGI related student interested in modelling realistic physics and want your assets to be interoperable between platforms. Or if this topic sounds interesting to you, of course.

The glTF working group of the Open Metaverse Interoperability Group, OMI, are currently working on standards for glTF physics. We are looking for people to help work on the specs. We are also welcoming comments on open github issues.

TODO: What else is out there? Microsoft as the MSF spec.

The MSF is more focused on corporate approaches which sacrifices flexibility and innovation for reliability. Developing the OMI specs demonstrates how a different approach can work and is more suited to the open source approach, which is well suited to academic work for example.

  • Having multiple specs gives wider coverage for experimenting.
  • We've seen fast adoption of the OMI spec with more frequent feedback and discussions happening within OMI.

For example, TODO
While Unity is an open source game engine, when assets get bundled into a Unity package, they are not available as an interoperable asset anymore. This limits transferring ??

This is relevant beyond games, even beyond the metaverse. This is relevant for a common and standard way to share assets, without being trapped behind propriery licenses, walled garden packages and platforms, and limited ability to modify assets.

In a bigger sense, this is part of the fight for the openness of the internet, and the future of its more visual, 3D iteration; what we call the metaverse.

Current github issues:

TODO: Hyperlink the table to the issues.
TODO: what are the main tensions for each?
TODO: Do we need more comments in the last column?
TODO: Can this be shaped into a story, showing how these hang together?

Github issue Main tension
#21 Errors with Joint schemas duplicates, poor referencing
#20 Explain how to convert between diagonal+orientation inertia and inertia tensor
#19 Combining trigger shapes needs more elaboration
#18 Remove Collision Filtering or migrate to a separate spec
#17 Disallow CollisionPrimitive non-uniform scale and animation relative to RigidBody
#16 Some ideas
#15 Questions about joints
#13 Static and dynamic friction across various physics engines
#9 Require colliders to be direct children of bodies, not indirect children
#8 Issues with samples
#4 Replace isKinematic with a string enum for the body type
#2 Should a glTF scene be interacted with other glTF scenes?
#1 Separate out KHR_collision from KHR_rigid_bodies (and remove triggers)

Get involved: Please add your voice to the github issues specifically (links above). You are also welcome to join the conversation on the OMI discord: <link>
The group is open to anyone of any background, even if you have no experience

recent meeting notes: https://github.com/omigroup/gltf-extensions/discussions/188#discussioncomment-6880385