Model.FromFile

static Model FromFile(string file, Shader shader)

Loads a list of mesh and material subsets from a .obj, .stl, .ply (ASCII), .gltf, or .glb file.

   
string file Name of the file to load! This gets prefixed with the StereoKit asset folder if no drive letter is specified in the path.
Shader shader The shader to use for the model’s materials! If null, this will automatically determine the best shader available to use.
RETURNS: Model A Model created from the file, or null if the file failed to load!

Examples

Loading an animated Model

Here, we’re loading a Model that we know has the animations “Idle” and “Jump”. This sample shows some options, but only a single call to PlayAnim is necessary to start an animation.

Model model = Model.FromFile("Cosmonaut.glb");

// You can look at the model's animations:
foreach (Anim anim in model.Anims)
	Log.Info($"Animation: {anim.Name} {anim.Duration}s");

// You can play an animation like this
model.PlayAnim("Jump", AnimMode.Once);

// Or you can find and store the animations in advance
Anim jumpAnim = model.FindAnim("Idle");
if (jumpAnim != null)
	model.PlayAnim(jumpAnim, AnimMode.Loop);

An Interactive Model

A grabbable GLTF Model using UI.Handle

If you want to grab a Model and move it around, then you can use a UI.Handle to do it! Here’s an example of loading a GLTF from file, and using its information to create a Handle and a UI ‘cage’ box that indicates an interactive element.

Model model      = Model.FromFile("DamagedHelmet.gltf");
Pose  handlePose = new Pose(0,0,0, Quat.Identity);
float scale      = .15f;

public void Step() {
	UI.HandleBegin("Model Handle", ref handlePose, model.Bounds*scale);

	model.Draw(Matrix.S(scale));
	Mesh.Cube.Draw(Material.UIBox, Matrix.TS(model.Bounds.center*scale, model.Bounds.dimensions*scale));

	UI.HandleEnd();
}




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