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Re:Krita, OpenGL and Qt by Jasper_ on Saturday July 18, 2020 @01:29AM (#23879240)
WebP is a pretty terrible standard, all things considered, and I have very low technical confidence in JPEG XL from the same team. USDZ is also pretty different from glTF; the former is a scene description that includes things like lights and composition, while the latter is strictly model interchange. Originally designed as a transmission format until people realized it wasn't well suited for that.
Re:Krita, OpenGL and Qt by esperent on Saturday July 18, 2020 @02:25AM (#23879481)
Fair point about USDZ and glTF. I'm thinking about this from a web developer's point of view which may skew my perspective. USDZ is unusable on the web and probably will remain that way since you need to use an SDK to read the files unless someone can work some wasm magic.

glTF is a full scene exchange format, however, I deal with glTF files on a daily basis and the overwhelming majority contain only models and animation.

Re:Krita, OpenGL and Qt by pjmlp on Sunday July 19, 2020 @01:35AM (#23887246)
A format that only has taken off thanks to Microsoft contributions with glTF 2.0.
Re:Krita, OpenGL and Qt by Scaevolus on Saturday July 18, 2020 @04:13AM (#23879906)
JPEG XL isn't from the same team as WebP 2.0 and arguably AVIF is. It's a combination of the team behind Brotli/Guetzli/Brunsli and Jon Sneyes, inventor of FLIF.

JPEG XL is simple enough to be written cleanly and largely from scratch, instead of being based on a fork of the crusty VP8 codebase.

Re:Krita, OpenGL and Qt by slavik81 on Saturday July 18, 2020 @01:40AM (#23879301)
How is USDZ for bones and skinning? I discovered the hard way what a mess COLLADA is, and I feel like there must be a better format out there.
Re:Krita, OpenGL and Qt by esperent on Saturday July 18, 2020 @02:27AM (#23879489)
glTF is a far better format than Collada and works well for every skeletal animations I've thrown at it. I use 3DS Max, export to FBX, then use the FBX2GLTF command line tool. Works seamlessly.
Re:Krita, OpenGL and Qt by dagmx on Saturday July 18, 2020 @11:31AM (#23882038)
USD (Usdz is one of the supported extensions) supports skeletal animation, linear blend skinning and blend shapes in the default UsdSkel implementation. Additionally it’s an extensible format , so you can plug in other implementations as needed

Edit: to explain what I mean by supported extensions in case it comes up. USD is the format/library. It can be represented in three forms. USDA for ASCII, usdc for binary and usdz is a zipped bundle of the other two including any asset dependencies like textures, audio or other referenced usd files