Animated GLTF to XY Audio and Laser Art in Your Browser
BeamTracer's OSC-1 oscilloscope reads the animation clips stored inside an
animated .gltf or .glb. Pick a clip in the 3D IMPORT panel, play or
scrub the clip, then export the motion from EXPORT → 3D→XY as a 192 kHz
16-bit stereo WAV with X on the left channel and Y on the right. No Blender
conversion pass required.
Hi, I'm Trina with BeamTracer.com — in this one I'll show you how to get an animated 3D file playing on a scope or a laser, clip to WAV, in your browser.
An animated GLTF or GLB can already contain a walk cycle, dance, camera move or other finished motion. The frustrating part has been getting that motion onto an XY oscilloscope or laser: import it into a 3D application, configure a render or plugin, export an intermediate, and convert that result again.
What does OSC-1 do with an animated GLTF or GLB?
OSC-1 opens the animated file directly, lists the clips inside it, plays them back under your control, and writes the resulting beam path out as stereo XY audio. Nothing else in the chain has to exist.
| Stage | What OSC-1 does |
|---|---|
| Input | Opens an animated .glb, or a .gltf together with its .bin and texture files |
| Animation | Lists the embedded clips and shows each clip's duration |
| Performance | Play, pause, scrub, change speed, repeat, ping-pong, or assign MIDI and OSC controls |
| XY audio | Exports 192 kHz, 16-bit stereo WAV with X on the left channel and Y on the right |
| Timing | Uses the clip's exact duration and lets you choose 1–16 complete loops |
| Output | Reload the WAV in OSC-1, record video, or send the XY path to a supported laser DAC |
The ANIMATION header includes the imported file name, while the clip menu shows the selected motion and its duration.
Which animated file should you upload, GLB or GLTF?
GLB and GLTF are the two packagings of the same format — glTF, maintained by the Khronos Group.
Use a GLB when you have the choice. It normally packages the model, rig, animation and textures into one file, so it is the easiest format to move and upload.
A GLTF works too, but it often refers to separate files. Select the complete
set together — usually the .gltf, its .bin, and any texture files. If only
the .gltf is uploaded, the model may report a missing buffer or texture.
“Rigged” does not mean “animated”
The file must contain at least one embedded animation clip. A model can be rigged with no motion in it at all, so the word in a download title guarantees nothing. When a file has no clips, OSC-1 still traces it — as a static 3D model.
OSC-1 does not open .blend or .fbx directly. Export those as GLB or GLTF
first. The complete format and troubleshooting reference is in
3D Import Settings.
How do you turn an animated GLTF into XY audio in OSC-1?
Import the file, choose one of its embedded clips, and export that clip from the 3D→XY tab. OSC-1 derives the export length from the chosen clip, the playback speed and the loop count, so you never guess a duration that cuts the last step short or adds silence.
- Open OSC-1 in Chrome or Edge and switch to CREATOR mode
- Open IMPORT SHAPES → 3D IMPORT, then click IMPORT FILE for a self-contained GLB or IMPORT GLTF FOLDER for a multi-file GLTF
- Wait for the trace to appear, then frame the model with ROTATION X / Y / Z and ZOOM
- Open ANIMATION and choose an EMBEDDED CLIP — the menu lists every clip by name and duration
- Press PLAY CLIP, then set CLIP SPEED and PLAYBACK MODE, or drag CLIP TIME to hold an exact pose
- Leave HIDE HIDDEN LINES on and raise EDGE THRESHOLD until the trace fits the oscilloscope and laser limits shown under the model information
- Open EXPORT → 3D→XY and choose CLIP LOOPS from 1 to 16
- Press EXPORT 3D→WAV for a 192 kHz 16-bit stereo WAV, or RENDER 3D→VIDEO for MP4 or WebM
The regular 3D controls still apply while the animation is active. Rotate the view, choose the useful edges, hide lines behind the model, and adjust the trace density before export.
How do you audition and perform an animation clip?
Everything the clip does on screen is controlled from the ANIMATION section of the 3D IMPORT panel, and every one of those controls can be driven from a MIDI or OSC surface.
| Control | Use it for |
|---|---|
| PLAY CLIP / PAUSE CLIP / STOP CLIP | Auditioning and cueing the selected clip |
| CLIP SPEED | Slowing the motion to 0.10× or raising it to 4.00× |
| PLAYBACK MODE | Choosing what happens at the end of the clip: once, loop, or ping-pong |
| CLIP TIME | Scrubbing to an exact pose |
| M / O buttons | Assigning MIDI or OSC control to clip selection, playback, speed, mode and scrub position |
This is useful both for preparation and live performance. A MIDI pad can start the walk cycle, a knob can scrub through poses, and another control can change the speed without leaving the canvas.
How long is the exported file, and how many loops can you get?
The length comes from the clip, not from a number you type. Choose CLIP LOOPS from 1 to 16 in the 3D→XY tab: if a clip lasts 2.375 seconds, three loops produce a 7.125-second file containing three complete cycles with no rounded extra second at the end. In ping-pong mode, one loop includes both the forward and the return pass.
The resulting WAV is 192 kHz, 16-bit stereo:
- Left channel: X position
- Right channel: Y position
The channel relationship IS the drawing
Do not convert the file to mono, normalize the channels independently, or apply any processing that shifts their relative timing. Any of those destroys the image — mono in particular collapses it to a diagonal line. Copy the file rather than "cleaning it up".
See the full OSC-1 export guide for WAV and video options.
How do you check the exported WAV actually replays the motion?
Load the exported WAV back into OSC-1 as an ordinary stereo audio file. The 3D model is no longer needed: the animated path has been baked into the left and right channels, so pressing play redraws the walk cycle from the audio alone. That round trip is the cheapest verification step before routing the signal anywhere else.
The exported WAV loaded in a fresh session. VECTOR DISPLAY preserves the model's proportions, and hiding the keyboard gives the canvas more room.
A six-second view of the exported XY WAV replaying the walk cycle. This is the audio file driving the display, not the original 3D scene.
If the replay looks stretched, confirm that the player or audio interface has not changed one channel's gain. OSC-1's export keeps the same X:Y proportions used by the 3D trace.
How do you send the animated XY WAV to a laser projector?
The same WAV drives a supported laser DAC straight from OSC-1. Load the audio, open LASER OUTPUT, connect SIMULATOR first, and confirm the whole figure stays inside the preview. For real hardware, check the device, plan, and safety requirements first. HELIOS connects over USB in Chrome or Edge; supported network devices use the macOS BeamTracer Bridge app. A simulation does not certify the physical setup.
The streaming card reports the live point rate. If the drawing exceeds the rate you set, open × OVER · DETAILS for the corrective controls; the longer warning stays collapsed during normal playback so changing poses do not resize the panel. Hardware setup is covered in MIDI, OSC & DAC Hardware.
Before connecting a projector, review the operating requirements
READ THE LASER SAFETY GUIDE →How does OSC-1 compare with a traditional animation conversion workflow?
| Traditional multi-app route | BeamTracer OSC-1 | |
|---|---|---|
| Animated input | Import into a 3D application first | Open GLB or GLTF directly |
| Clip selection | Choose actions in the 3D timeline | Choose embedded clips in OSC-1 |
| Playback control | Configure the 3D timeline | Play, scrub, speed, loop or ping-pong in the same panel |
| Duration | Set a render range manually | Derived from the clip and speed |
| Complete loops | Calculate and arrange the range | Choose 1–16 loops at export |
| XY WAV | Export an intermediate, then convert it | Export directly |
| Laser preview | Open another application | Available beside the scope |
| Installation | Desktop application and often a plugin | Browser only |
Blender and other 3D tools are still the right place to create or edit a character animation. BeamTracer removes the conversion and rendering setup once you already have an animated GLTF or GLB. For a model without animation, use the broader 3D model to oscilloscope and laser guide.
Do you need Blender to convert an animated GLTF?
Not to convert an already animated GLTF or GLB into XY audio — OSC-1 reads the clips out of the file itself. You may still need a 3D application if you want to create a new animation, edit the rig, or export another source format as GLB or GLTF.
Does every rigged GLB include animation?
No. A rig is the structure that can be animated; a clip is the actual recorded motion. OSC-1 shows the ANIMATION clip controls only when the file contains embedded clips, and traces a rig-only model as a static 3D object.
Can OSC-1 export video as well as WAV?
Yes. RENDER 3D→VIDEO writes MP4 or WebM from the same animated source, at 1080p or 4K, with optional synchronized XY audio. The WAV is the portable XY signal; the video is the conventional visual record. Both use the selected animated pose at each output frame.
Turn an animated GLTF or GLB into XY audio in your browser
OPEN OSC-1 →beamtracer.com — I'll see you in the next one.