View in your space / AR Quicklook failure on this glb (is it filesize or encoding or what?)
Happy Thanksgiving!
Not sure why this .glb is failing on mobile AR Quicklook conversion for View in Your Space
(edit appended _o) http://ai3d.s3.amazonaws.com/03dNtabk-CQT0-9qBe-YXw4-nmKBj6h0yI8x_o.glb
https://ai3d.dev/go/03dNtabk-CQT0-9qBe-YXw4-nmKBj6h0yI8x (edit: note this has been updated to the web-draco-output version below, and we have a workaround to manually load a pre-generated usdz instead of conversion, due to faded texture in latter)
I tested on the second link and AR works for me, but the model looks pale, like something is wrong with the color. Is that the issue or is conversion failing completely in your case?
I know there was an issue with iOS 18.7.2 recently, which iOS did you test on?
the conversion is completely failing ! 18.7.1 ...
My guess would be that the 1945009 triangles and the 4k texture are causing the conversion to crash. Try converting the texture to 2048x2048.
glb is such a weird inconsistent format across different providers.
so i tried manually downsampling texture from 4k^2 to 512^2 and the resulting glb was same or larger!
i then went down the rabbithole of gltf-transform and khronos ktx.
web-draco and decimation turned the 50+mb file to ~2mb https://ai3d.s3.amazonaws.com/03dNtabk-CQT0-9qBe-YXw4-nmKBj6h0yI8x_web-draco-output.glb
but alas, when you hit view in your space using modelviewer... faded textures:
https://ai3d.dev/go/03dNtabk-CQT0-9qBe-YXw4-nmKBj6h0yI8x/web-draco-output
i still don't understand why the smaller .glbs load with modelviewer's view in yourspace AR quicklook but load as faded textures (which completely defeats the purpose of Apple's ridiculously good quicklook real world lighting model)
the original reality converter converted usdz loads fine though?
(edit appended _o) http://ai3d.s3.amazonaws.com/03dNtabk-CQT0-9qBe-YXw4-nmKBj6h0yI8x_o.glb
https://ai3d.dev/go/03dNtabk-CQT0-9qBe-YXw4-nmKBj6h0yI8x (edit: note this has been updated to the web-draco-output version below, and we have a workaround to manually load a pre-generated usdz instead of conversion, due to faded texture in latter)