gltf-transform-scripts
This will remove all extensions from a folder of .glbs
save as convert.js, use node and gltf-transform/core
const { Document, NodeIO } = require('@gltf-transform/core');
const fs = require('fs');
async function removeVRMExtension(file) {
// Load glTF file.
const io = new NodeIO(fs);
const doc = await io.read(file);
// Remove VRM extension from the glTF model.
const root = doc.getRoot();
const extensions = root.listExtensions();
if (extensions.includes('VRM')) {
root.removeExtension('VRM');
}
// Save modified glTF file.
await io.write(file, doc);
console.log(`${file} has been processed.`);
}
// Remove VRM extension from all glTF files in the current directory.
const files = fs.readdirSync('./');
for (const file of files) {
if (file.endsWith('.glb') || file.endsWith('.gltf')) {
removeVRMExtension(file);
}
}
GLTF-TRANSFORM METHODS
center(_options?: CenterOptions): Transform
clearNodeTransform(node: Node): Node
colorspace(options: ColorspaceOptions): Transform
createLayoutPlan(document: Document): LayoutPlan
dedup(_options?: DedupOptions): Transform
dequantize(_options?: DequantizeOptions): Transform
draco(_options?: DracoOptions): Transform
flatten(_options?: FlattenOptions): Transform
getTextureChannelMask(texture: Texture): number
inspect(doc: Document): InspectReport
instance(_options?: InstanceOptions): Transform
join(_options?: JoinOptions): Transform
joinPrimitives(prims: Primitive[], options?: JoinPrimitiveOptions): Primitive
listNodeScenes(node: Node): Scene[]
listTextureChannels(texture: Texture): TextureChannel[]
listTextureInfo(texture: Texture): TextureInfo[]
listTextureSlots(texture: Texture): string[]
meshopt(_options: MeshoptOptions): Transform
metalRough(_options?: MetalRoughOptions): Transform
partition(_options?: PartitionOptions): Transform
prune(_options?: PruneOptions): Transform
quantize(_options?: QuantizeOptions): Transform
reorder(_options: ReorderOptions): Transform
resample(_options?: ResampleOptions): Transform
sequence(_options?: SequenceOptions): Transform
simplify(_options: SimplifyOptions): Transform
sortPrimitiveWeights(prim: Primitive | PrimitiveTarget, limit?: number): void
sparse(_options?: SparseOptions): Transform
tangents(_options?: TangentsOptions): Transform
textureCompress(_options: TextureCompressOptions): Transform
textureResize(_options?: TextureResizeOptions): Transform
unweld(_options?: UnweldOptions): Transform
weldPrimitive(doc: Document, prim: Primitive, options: Required<WeldOptions>): void
weld(_options?: WeldOptions): Transform
transformMesh(mesh: Mesh, matrix: mat4, overwrite?: boolean, skipIndices?: Set<number>):void
transformPrimitive(prim: Primitive, matrix: mat4, skipIndices?: Set<number>): void unpartition(_options?: UnpartitionOptions): Transform