I have a RealityKit scene I would Like to export to and file format (preferably to USDZ) I haven’t found any solution for it. I know it is possible to do with SceneKit but not RealityKit.
You can use the Reality Converter app, just drop in a file in(ex. obj or dae) and it'll convert it to USDZ format. You can also customize your 3D models on it so it's pretty sweet. You can check it out here: https://developer.apple.com/news/?id=01132020a
Related
Has anyone found a workflow to create multiple animations for a skeletal mesh packaged in a USDZ file and playback the animations using RealityKit?
I have a skeletal mesh with two animations (idle & run). I want to package them into a single USDZ file (or even multiple USDZ files if I have to) to be used in RealityKit.
I have been able to create an FBX for export of my skeletal mesh and the animations, and ship them up to sketchfab for a valid USDZ export that RealityKit can understand. I do not know how to package the second animation into a single USDZ file and then use SWIFT to playback the specific animations based off of specific events.
There seem to be a lot of posts from about a year ago on the topic with no real answers and little activity since. Any pointers would be appreciated.
Although in SceneKit you can play multiple animations using .dae model, in RealityKit 2.0 you still have no possibility to play multiple animations found in any .usdz model. Look at this post and this post.
There is only one animation is accessible using the following code now:
let robot = try ModelEntity.load(named: "drummer")
let anchor = AnchorEntity()
anchor.children.append(robot)
arView.scene.anchors.append(anchor)
robot.playAnimation(robot.availableAnimations[0].repeat(duration: .infinity),
transitionDuration: 0.5,
startsPaused: false)
When you choose second or third element in collection (if it really exists), your app crashes:
modelWithMultipleAnimations.availableAnimations[1]
modelWithMultipleAnimations.availableAnimations[2]
Is there a way to get a Unity store asset downloaded (consisting of a folder containing FBX model + separate animations in FBX + separate textures in png etc) as a gltf binary?
If so, can someone guide me. Thanks.
I know this is late to the party, but hopefully it can help someone else in the future.
You can export from Unity to glTF easily using the Plattar glTF Exporter.
It does not seem to be possible to export in glB (the binary form), only glTF, though there are tools to convert from glTF to glB, some of them available online.
You can also convert an FBX from ASCII to binary format easily, from within Unity, using the Unity FBX Exporter package, available from the Package Manager.
I am even later to the party with Blender 2.82, but also for future reference:
import base fbx model
rename animation in inspector to base
import walk fbx model
rename animation in inspector to walk
go to animation tab, select dope sheet, then action editor
select base animation and 'push down'
select walk animation and 'push down'
delete walk model and mesh
export to gltf/glb
check in https://gltf-viewer.donmccurdy.com/
This was tested with Malbers fox model.
I can provide a video if needed.
Use UniVRM. It supports editor time export as well as runtime export. It supports the VRM format, as well as gltf. This is the only asset that supports runtime export out of the box, to my knowledge.
I have downloaded a Unity asset which included lots of 3d models with textures/materials etc.
I wanted to share one of those objects with an artist, so that they can create a new model on top of that model, so I exported the fbx from Unity using one of the Unity fbx exporter assets.
However, the model was exported without any textures and so it looked pretty much white as a whole. Therefore, the artist cannot really work on a model that includes textures and also send me back the finished work with those textures.
I am wondering, is there a way to actually export everything with the fbx
from Unity ? Thanks !
Assign your material in the source package, make sure there is a baked texture in the diffuse slot
Assign your other baked textures to the spec, normal and others
Check embed textures at export
Check 'import materials: by material name' is selected for your imported model (in the inspector)
Where possible use a portable file format like FBX and follow these guidelines.
http://forum.unity3d.com/threads/material-texture-faq.244786/ http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html
I read several tutorials how to place 3d objects in SceneKit/ARKit applications and all of them uses .scn format files for the objects.
But I found there is no any issues if I use original .dae format and do not convert it to .scn format.
I don't really see any difference between .dae and .scn formats.
Actually result seems to me the same but can you explain what the difference between them and what I should use in what cases?
Thank you!
Differences
The difference between .dae and .scn formats is notable. Collada .dae (which stands for digital asset exchange) is a cross-platform XML-based schema file format used for graphics and visual effects in 3D authoring apps, like Maya or Blender. SceneKit's .scn is Xcode's native file format, which works in iOS and macOS apps. Unfortunately, scene's complexity and hierarchical structure aren’t the .dae and .scn formats’ strong sides. So, the most robust and effective today 3D file format that you can use in SceneKit/ARKit and RealityKit is a USDZ format.
USD family – Universal Scene Description, developed by Pixar. It is a cross-platform Python-based schema file format has the ability to create a 3D scenes by composing many sources files together into successively larger aggregations.
SceneKit formats
SceneKit supports many popular 3D formats. Geometry kept in those formats is visible thru ARSCNView.
Collada's Digital Asset Exchange .dae
Pixar's Zipped Universal Scene Description .usdz
Pixar's ASCII Universal Scene Description .usda
Pixar's Binary Universal Scene Description .usd, .usdc
Wavefront Object .obj along with its material description .mtl
Alembic interchange file format .abc
Polygon file format .ply
Stereolithography file format .stl
Apple proprietary SceneKit Scene format .scn
To convert .fbx and .glTF files into .usdz use command line.
RealityKit formats
Since 2019, the RealityKit framework has been gaining popularity. It works with the following three file formats:
Pixar's Zipped Universal Scene Description .usdz
Apple Reality Composer multi-scene hierarchy .rcproject
Apple proprietary format (has much faster uploading time) .reality
Read about Reality Composer's .rcproject and .reality formats here.
DAE (Digital Asset Exchange, aka Collada) is a vendor-neutral format for 3D assets. It supports a wide range of features that exist in multiple 3D authoring and presentation tools, but not every possible feature in SceneKit. Historically, it was the only asset format for early versions of SceneKit.
SCN format is a serialization of the SceneKit object graph. (There are convenience methods for reading/writing it on SCNScene, but really it's the same thing you get by passing an SCNScene to NSKeyedArchiver/NSKeyedUnarchiver.) Thus, it by definition supports all features of SceneKit, including physics, constraints, actions, physically based cameras, and shader modifiers.
If you're using DAE assets, deploying to iOS (or tvOS or watchOS), and not seeing any difference vs using SCN assets, there are two possible reasons:
Your assets use only those SceneKit features that are available in DAE format.
When deploying to iOS/tvOS/watchOS, Xcode (via scntool) automatically converts all 3D asset resources to SCN format. (And applies other transformations, like interleaving geometry buffers, for optimal rendering performance on iOS/tvOS/watchOS devices.) The filename in the built app's Resources directory still has a .dae extension, but the file contents are the same as SCN format.
(SceneKit running in iOS/tvOS/watchOS actually can't read DAE, so it relies on this preprocessing by Xcode.)
I have exported .skp file from sketchup to .fbx file. When I open the .fbx file in Unity 3D it doesnot have the same color property as it had when I open it in sketchup.
You can't rely on Unity's FBX importer to properly set material parameters. It will attempt to generate the proper materials for you on import and assign them, but not all exporters create this information correctly, which seems to be the case with sketchup.
This thread is probably the solution that would work for you.
You will need to re-texture the model in Unity.
I think you are having problem with texture shared in Unity.
What you need to do is add some texture...
I have a tutorial just for that... https://www.youtube.com/watch?v=MGIBLPIz4oM
Hope this will help...