Kuesa 3D 1.2
kdab.com
kdab.com
I see, i see...
WTF does that mean? "Design-to-code"... does it generate source code? "solution for 3D in real-time applications"? Is it a 3D engine?
The supposed explanation doesn't explain anything:
> In short, Kuesa provides a workflow that simplifies work for both designers and developers.
Simplifies what sort of work? What are you supposed to do with this program?
> It is centered around the glTF 2 format.
Ok, but this was already mentioned above and of everything mentioned that is the most concrete information.
> The idea behind Kuesa 3D is that changes made on 3D models shouldn’t require much, if any, work on the developer’s side.
Like pretty much every single 3D engine out there that has a model loader?
> As a consequence, you can iterate more frequently, get feedback more often and release on time.
As opposed to not being able to change the data because it is a part of the source code? I mean, yea sure, that would make iterating harder, but it is something you learn how to do pretty much after managing to render a rotating cube when starting 3D graphics (and some even skip that bit and go from rendering a single triangle directly to loading a mesh).
I'm most likely missing something but i can't understand what this is all about. Even from the main site, ignoring any marketing bullspeak (which seems to be about 80% of the site's content) all i can understand is that they made some sort of glTF 2 viewer which can be compiled with (the "studio") and without (the "runtime") an interface made in Qt.
Is that it?
jcelerier, can you explain it?
To give some insight on the technical aspect of things, one of the main reasons you would want to use Kuesa is to be able to easily integrate glTF content in a Qt and especially QtQuick app, and be able to access all the parts of what's provided in this glTF data in a reactive way through QML.
e.g. here is some code example from the documentation: https://kdab.github.io/kuesa/kuesa-car-scene-example.html
The main point is that Kuesa enable a workflow where someone sends you a glTF file with whatever name for animations, etc...
You quickly introspect them through the provided glTF editor (part of Kuesa 3D Studio) and check that the rendering is correct with the chosen materials, envmap, etc (as designers extremely often expect things to look just like their beautiful Blender or 3DS renders :-)).
Most importantly, you use that to devise what names were used for animations, materials, meshes, scenes, etc - basically which part of the asset will map to which feature of the program you're writing.
Kuesa 3D Runtime (basically, the "core" execution engine that integrates with Qt and Qt3D) then provides the following:
You load the glTF asset through something like
Kuesa.GLTF2Importer {
source: "my_asset.gltf"
}
and then you can start referring to the subparts of it and connect them to e.g. UI controls, external inputs, by using fairly simple code.e.g. you can have in your file defining the 3D scene:
MyScene.qml:
Scene3D {
// ...
Kuesa.AnimationPlayer {
id: rightDoorAnimator
sceneEntity: scene
clock: Clock { }
clip: "DoorRAction" // a glTF clip name
}
}
and then a simple UI such as : MyUI.qml :
Row {
property var MyScene scene
Button { onClicked: scene.rightDoorAnimator.running = true }
}
and likewise for all the common material properties, meshes, etc.- The library allow to load/render and interact with the model as it exposes glTF properties & subparts
- Everything can be done in a rich Qt application, either full 3D or mixed 2D / 3D, using C++ or QML
It also provides a nice PBR pipeline, various post-processing effects, etc.
hopefully !
> but also more complicated and rather proprietary?
Kuesa Runtime is under AGPL license and provides a lot: https://github.com/KDAB/kuesa
> what kinds of applications would find the kind of object model this library supports more useful than fancy 3D models and fancy shaders and algorithms?
There will be a webinar in two days in which questions can be asked, etc. - as I'm not sure I could provide as good answers as the ones you will get there: https://us02web.zoom.us/webinar/register/WN_mSYcLpsKSE-E3KUa...
If so, are there any features of the runtime that can only be utilized in combination with Kuesa 3D Studio?
For the features which could be utilized on on their own (if any), what are the advantages of working in Kuesa 3D Studio rather than exporting straight from Blender?
[1] https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf...
Yes, there's no magic involved, Kuesa Runtime loads any glTF 2.0 just fine. Note that the runtime being offered under AGPLv3 as open-source license, implies that you'll have to make your whole application available under the same license too if you use it that way (or buy a commercial license).
> If so, are there any features of the runtime that can only be utilized in combination with Kuesa 3D Studio?
For instance, Kuesa Studio comes with the IRO Material add-on for Blender. Kuesa Runtime loads IRO materials just fine on its own, but the point of those is that the artist who will work in Blender can create assets that will look almost exactly (in Blender) as the GL rendering in the actual application. Likewise, Kuesa Studio provides Kuesa layer support in Blender, which allows to have various layers of things that can be enabled / disabled at run-time. The whole spec is open and the runtime has no trouble loading layers - it's just much more cumbersome to go and edit your glTF file by hand to add them, rather than telling your designer to set the correct field in Blender :-) A third thing is glTF export of animation of properties (https://github.com/KhronosGroup/glTF/pull/1301/files/c72ffab...).
There are also other useful tools provided with Kuesa Studio - an asset compressor which helps reducing the size of your glTF 2 content in order to compare and improve load times, a minimal viewer, etc. - basically all tools to improve the workflow of getting your asset from the designer's tool to your app or device and being able to check that "everything is fine" at every state of the pipeline.
The website looks really pro, but its just technobabble. And that is coming from someone who has a fair bit of understanding but little practical experience in 3d. There is no on-ramp even for those who are fully capable of understanding it.
GLTF2 needs to be explained, and there needs to be a practical example of how the product is used that someone's grandmother can understand.
Took me a while to find that. Still can't find any pricing.
That's for the runtime? There's a confusing distinction between runtime and 3D Studio so I'm still none the wiser.
But to be honest the whole product description confuses me. I'm probably not the target market although it's hard to tell.
To be fair, it's not a "decimal", it's a period :P
now you know how I felt for years... I'm italian and here it's "123.456,78 €" , not "$ 123,456.78"... and almost every application follow the first convention, but for programming I need the "dot" separator for floats and doubles, and then some apps just... my windows 10 calc app shows a "," as decimal separator, but it accepts the "." present in the numerical part of my keyboard