Hello, I’m trying to export my mesh into the gltf/glb format. I don’t need textures or materials included in the file, however I do need animations, skinning and quite a lot shape keys. I tried to fiddle around a bit and got this results:
Is there a way to reduce the file size a bit? I kind of hoped that Draco compression helps me more. I also read I could reduce the vertex count but the mesh is already low-poly. Are there any other techniques? I probably miss something. I’m aiming for a size of a maximum of 10MB, as I’m using the mesh for a THREE.js application in the browser. Is that even possible? Thank you.
If animations and shape keys are the cause of the large file size (you can get a better idea of that on https://gltf.report/) then Draco compression won’t help much in this case. Instead your options would be:
resample keyframes (to reduce animation size)
quantize (to reduce shape key size)
apply meshopt compression (to reduce both animation and shape key size)
You can do (1) in the https://gltf.report/ tool (by running a script there), as well as (2) and (3) by selecting meshopt in the export settings. Or if you’re OK with using a commandline tool, gltfpack will do all three and a few other optimizations:
gltfpack -i input.glb -o output.glb -cc
Not all glTF viewers support meshopt compression, but three.js does — refer to this example for how to enable that.