Require extension KHR_materials_common is not available

I load gltf model,It show the following information:
Require extension KHR_materials_common is not available
How to solve it?

It seems your glTF model is a 1.0 version, as KHR_materials_common is for 1.0: https://github.com/KhronosGroup/glTF/tree/master/extensions/1.0/Khronos/KHR_materials_common

We normally do support this extension, so you may need to provide a playground so that we can have a look. However, you really should upgrade your model to glTF 2.0, it’s far superior and I think glTF 1.0 is rather deprecated now.

Also adding @bghgary in case I missed something.

1 Like

Thanks,this is my code

(Attachment glTF-MaterialsCommon.rar is missing)

my code as follow:

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">

    <head>
        <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
        <title>Babylon Template</title>

        <style>
            html, body {
                overflow: hidden;
                width: 100%;
                height: 100%;
                margin: 0;
                padding: 0;
            }

            #renderCanvas {
                width: 100%;
                height: 100%;
                touch-action: none;
            }
        </style>

        <!--<script src="../js/babylon.js"></script>
        <script src="../js/babylonjs.loaders.min.js"></script>
        <script src="../js/babylonjs.materials.min.js"></script>-->
        <script src="https://preview.cnbabylon.com/babylon.js"></script>
        <script src="https://preview.cnbabylon.com/materialsLibrary/babylonjs.materials.min.js"></script>
        <script src="https://preview.cnbabylon.com/loaders/babylonjs.loaders.min.js"></script>
        <script src="https://preview.cnbabylon.com/postProcessesLibrary/babylonjs.postProcess.min.js"></script>
        <script src="https://preview.cnbabylon.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js"></script>
        <script src="https://preview.cnbabylon.com/serializers/babylonjs.serializers.min.js"></script>
        <script src="https://preview.cnbabylon.com/gui/babylon.gui.min.js"></script>
        <script src="https://preview.cnbabylon.com/inspector/babylon.inspector.bundle.js"></script>

    </head>

   <body>

    <canvas id="renderCanvas" touch-action="none"></canvas>  <!--touch-action="none" for best results from PEP-->

    <script>
        var canvas = document.getElementById("renderCanvas");   /*得到canvas对象的引用*/
        var engine = new BABYLON.Engine(canvas, true);      /*初始化 BABYLON 3D engine*/
        /*Add the create scene function*/
        var createScene = function () {
            var scene = new BABYLON.Scene(engine);       /*创建一个场景scene*/
            var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 100, new BABYLON.Vector3(0,0,5), scene);
            var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, -1, 0), scene);   //  半球光,从上向下打光
            scene.activeCamera.panningSensibility = 10      //  鼠标平移灵敏度

            camera.attachControl(canvas, true);

            /*Append glTF model to scene*/
            var knot01 = BABYLON.SceneLoader.ImportMesh("", "http://192.168.1.104:8007/model/gltf/glTF-MaterialsCommon/", "GearboxAssy.gltf", scene, function (newMeshes) {
                // Set the target of the camera to the first imported mesh
                /*for (let i = 0; i < newMeshes.length; i++) {
                    newMeshes[i].scaling = new BABYLON.Vector3(0.1, 0.1, 0.1)
                }*/
           });

            return scene;
        };
        /*End of the create scene function*/

        var scene = createScene();      /*Call the createScene function*/

        /*最后一步调用engine的runRenderLoop方案,执行scene.render(),让我们的3d场景渲染起来*/
        engine.runRenderLoop(function () {
                scene.render();
        });

        /*监听浏览器改变大小的事件,通过调用engine.resize()来自适应窗口大小*/
        window.addEventListener("resize", function () {
                engine.resize();
        });
    </script>

   </body>

</html>

https://playground.cnbabylon.com/#JMIIMJ

The link does not work for me:

Here is a playground that works with materials common:
https://playground.babylonjs.com/#AH4LRK#3

As @Evgeni_Popov says, this is a glTF 1.0 model. Please don’t use this if you don’t have to. Use glTF 2.0.

1 Like