aframevr / assets Goto Github PK
View Code? Open in Web Editor NEW:package: Assets used in various A-Frame examples and boilerplates.
Home Page: https://cdn.aframe.io/
:package: Assets used in various A-Frame examples and boilerplates.
Home Page: https://cdn.aframe.io/
Thanks to aframevr/aframe#5333 now in 1.5.0 it's possible to define the CDN that can thus be local, thus follow aframevr/aframe#5119 .
It's possible to clone this repository and point to the hosted version but this repository is huge (>500Mo). Briefly skimmed through it seems most of it (e.g .git itself, .blend model source, etc) aren't actually needed.
Few paths to consider, from easiest to more demanding
tar -cvf minglb.tar fonts/ $( find controllers/ -type f -name "*.glb" )
Could use an optimized, simplified set of controller models. Right now some quite heavy.
Current model stats:
-Oculus Touch: 0.88MB - 6.9k verts
-HTC Vive: 1.6MB - 8.7k verts
-Daydream: 0.10MB - 0.86k verts
-Gear VR: 0.03MB - 0.21k verts
In each folder, we can have a LICENSE
file that lists the license for each asset.
And set master
as the GitHub Pages
Source
from https://github.com/aframevr/assets/settings#options_bucket
During the WebVR spec face to face meeting we discussed about a way for developers to easily find models for the different controllers in the market, hands and other kinds of basic virtual tools. We debated whether it should be a new platform API or just an official CDN that contains all the models. A-Frame hosts the assets in the gh-pages
of this repo (https://github.com/aframevr/assets/tree/gh-pages/controllers). In order for any library to benefit from those we could:
What do you think? @feiss @fernandojsg @toji @ngokevin @TechnoBuddhist @machenmusik
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