Comments (4)
Cool idea, I've seen something like that at Koikatsu.
But what exactly are the compatibility issues and is this a feature you really need?
I'm concerned about the increase in bundle size due to the addition of these features
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There are benefits to being able to immediately recognize which model is depicted in a preview image:
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When someone shares a PNG file online, and I can directly see what the content will be, I am more likely to download it compared to an unfamiliar file format.
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Typically, modern operating systems already display a preview of PNG files. If you have many models stored in a folder on your computer, it would be more convenient to see a preview of each model directly in order to differentiate them without needing to load each of them into a program.
Therefore, in my opinion, this file format within a png would likely achieve higher user acceptance and spread more quickly in forums and similar venues. However, the increased bundle size is indeed a significant point of criticism:
I have used "pngjs," which should already include the "crc32" library. Currently, pngjs has a transpiled size of 4.23 KB.
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But what exactly are the compatibility issues and is this a feature you really need?
Sorry, "compatibility issues" was an inaccurate ai translation.
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4KB is huge. The bpmx format is a format I made for fast load, so if there's a big overhead here, there's no reason to use it
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Related Issues (20)
- Whether there are plans to support vmd animation HOT 5
- The project won't work HOT 16
- How do I drive the model HOT 12
- Physical engine drive problem HOT 14
- A Big Shoutout to the Amazing babylon-mmd Repository! HOT 1
- Whether there are plans to support the pmd format HOT 4
- Animation Blending HOT 9
- Model texture .tga format supports HOT 9
- Uncaught TypeError: Cannot read properties of undefined (reading 'errorTextureDatas') at _MmdAsyncTextureLoader._addErrorTextureReferenceCount HOT 3
- Texture load/shader compilation delay HOT 17
- The model in the form of file cannot be loaded normally HOT 1
- Whether other character models can load vmd animation format HOT 3
- Submesh optimization HOT 3
- About Light Sources HOT 4
- Is there a way to bind or attach a pmx model to the bones of a character model? HOT 1
- Animation timescale modification HOT 1
- Hair is flying arbitrarily around HOT 5
- BPMX and BVMD directly from the application HOT 2
- Original MmdMesh Object Fails isMmdSkinnedMesh Check After Creating MmdModel HOT 3
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