gltf-model
Note: This documentation is for the old 1.4.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
glTF (GL Transmission Format) is an open project by Khronos providing a common, extensible format for 3D assets that is both efficient and highly interoperable with modern web technologies.
The gltf-model
component loads a 3D model using a glTF (.gltf
or .glb
)
file.
Note that glTF is a fairly new specification and adoption is still growing. Work on the three.js glTF loader and converters are still active.
NOTE: A-Frame supports glTF 2.0. For models using older versions of the glTF format, use
gltf-model-legacy
from donmccurdy/aframe-extras.
Why use glTF?
In comparison to the older OBJ format, which supports only vertices, normals, texture coordinates, and basic materials, glTF provides a more powerful set of features. In addition to all of the above, glTF offers:
- Hierarchical objects
- Scene information (light sources, cameras)
- Skeletal structure and animation
- More robust materials and shaders
For simple models with no animation, OBJ is nevertheless a common and reliable choice.
In comparison to COLLADA or FBX, the supported features are very similar. However, because glTF focuses on providing a “transmission format” rather than an editor format, it is more interoperable with web technologies. By analogy, the .PSD (Adobe Photoshop) format is helpful for editing 2D images, but images are converted to .JPG for use on the web. In the same way, glTF is a simpler way of transmitting 3D assets while rendering the same result.
In short, expect glTF models to work with A-Frame more reliably than other formats.
Example
Load a glTF model by pointing to an asset that specifies the src
for a glTF
file.
<a-scene> |
Values
Type | Description |
---|---|
selector | Selector to an <a-asset-item> |
string | url() -enclosed path to a glTF file |
Events
Event Name | Description |
---|---|
model-loaded | glTF model has been loaded into the scene. |
model-error | glTF model could not be loaded. |
Loading Inline
Alternatively, load a glTF model by specifying the path directly within
url()
. However, the scene won’t wait for the resource to load before
rendering.
<a-entity gltf-model="url(/path/to/tree.gltf)"></a-entity> |
Using animations
If you want to use the animations from your glTF model, you can use the animation-mixer component from aframe-extras. By default all animations are played in a loop.
<a-entity gltf-model="#monster" animation-mixer></a-entity> |
Using compression
glTF file size may be reduced using Draco or Meshopt compression. Neither of these affect textures, which should be compressed or resized by other methods. Furthermore, compression does not particularly affect framerate — if the model has too many triangles or draw calls, compression will not change that, and the model should be simplified using tools like Blender or gltfpack, instead.
- Draco: Compression for geometry, often reducing geometry size by 90-95%. Requires some extra time to decompress on the device, but this occurs off the main thread in a Web Worker.
- Meshopt: Compression for geometry, morph targets, and animation. If combined with additional lossless compression (like gzip) Meshopt may have similar compression ratios to Draco, with much faster decompression. Note: Some web servers do not support gzip with
.glb
or.gltf
files (see: GitHub Pages).
To optimize an existing glTF model, use tools such as:
- Blender for Draco compression
- glTF-Pipeline for Draco compression
- glTF-Transform for Draco or Meshopt compression
- gltfpack for Meshopt compression
You’ll also need to load a decoder library by configuring scene properties as explained below.
Scene properties
When using glTF models compressed with Draco, KTX2 or Meshopt, you must configure the path to the necessary decoders:
<a-scene gltf-model="dracoDecoderPath: path/to/decoder/; |
Property | Description | Default Value |
---|---|---|
dracoDecoderPath | Path to the Draco decoder libraries. | ‘https://www.gstatic.com/draco/versioned/decoders/1.5.5/‘ |
basisTranscoderPath | Path to the basis/KTX2 transcoder libraries. | ‘’ |
meshoptDecoderPath | Path to the Meshopt decoder. | ‘’ |
dracoDecoderPath
path must be a folder containing three files:
draco_decoder.js
— Emscripten-compiled decoder, compatible with old browsers like IE11.draco_decoder.wasm
— WebAssembly decoder, compatible with modern browsers.draco_wasm_wrapper.js
— JavaScript wrapper for the WASM decoder.
These files are available from the three.js repository, under
examples/js/libs/draco/gltf. The gltf-model
component will
automatically choose whether to use a WASM or JavaScript decoder, so both should
be included.
basisTranscoderPath
path must be a folder containing two files:
basis_transcoder.js — JavaScript wrapper for the WebAssembly transcoder.
basis_transcoder.wasm — WebAssembly transcoder.
These files are available from the three.js repository in /examples/js/libs/basis
.
meshoptDecoderPath
path should be the complete file path (including filename) for a Meshopt decoder, typically named meshopt_decoder.js
. Meshopt requires WebAssembly support. A CDN-hosted, versioned decoder is available at https://unpkg.com/[email protected]/meshopt_decoder.js
, or you may download copies from the meshoptimizer GitHub repository.
More Resources
Over 100,000 glTF models are free for download on Sketchfab, and various exporters and converters converters are available:
See the official glTF specification for available features, community resources, and ways to contribute.