<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gltf on Feynman's Blog</title><link>/en/tags/gltf/</link><description>Recent content in Gltf on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Tue, 28 Jul 2026 12:00:00 +0800</lastBuildDate><atom:link href="/en/tags/gltf/index.xml" rel="self" type="application/rss+xml"/><item><title>08 | Model Loading</title><link>/en/posts/threejs-model-loading/</link><pubDate>Tue, 28 Jul 2026 12:00:00 +0800</pubDate><guid>/en/posts/threejs-model-loading/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;In the first 7 lessons, we created geometry with code. In real projects, 3D models are usually made in Blender/Maya, exported as GLTF/GLB, and loaded into the scene. This lesson covers the complete model loading pipeline: load → compress → scale → animate.&lt;/p&gt;

&lt;/blockquote&gt;
&lt;p&gt;&lt;img src="/images/2026-07-07_series_threejs-creation-diary/08_model-loading/demo.png" alt="Demo: Model Loading"&gt;&lt;/p&gt;
&lt;h2 id="01-learning-objectives"&gt;01 Learning Objectives&lt;/h2&gt;
&lt;p&gt;This lesson focuses on Three.js model loading system:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Understand GLTF/GLB format differences and file structure&lt;/li&gt;
&lt;li&gt;Learn to use GLTFLoader to load models&lt;/li&gt;
&lt;li&gt;Understand Draco compression principles and configuration&lt;/li&gt;
&lt;li&gt;Implement LoadingManager for unified progress management&lt;/li&gt;
&lt;li&gt;Master model auto-scaling and centering algorithms&lt;/li&gt;
&lt;li&gt;Understand LOD (Level of Detail) strategy&lt;/li&gt;
&lt;li&gt;Learn AnimationMixer for animation playback&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="02-gltf-format-details"&gt;02 GLTF Format Details&lt;/h2&gt;
&lt;h3 id="gltf-vs-glb"&gt;GLTF vs GLB&lt;/h3&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Format&lt;/th&gt;
					&lt;th&gt;Description&lt;/th&gt;
					&lt;th&gt;Use Case&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;GLTF&lt;/td&gt;
					&lt;td&gt;JSON text, resources scattered (.gltf + .bin + textures)&lt;/td&gt;
					&lt;td&gt;Development/debugging&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;GLB&lt;/td&gt;
					&lt;td&gt;Binary, single file with all resources&lt;/td&gt;
					&lt;td&gt;Production&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&lt;strong&gt;GLTF File Structure&lt;/strong&gt;:&lt;/p&gt;</description></item></channel></rss>