Collada morph animation blend shape Maya - swift

we created a simple animation in Maya using keyed blend shapes. Exported it as a .dae.
I've been trying and researching everywhere and it seems like SceneKit will not play this type of animation.
I can see my Morphers in Xcode as well as the animation key, but nothing ever happens when playing this animation.
I've seen a couple threads about that on Autodesk and here, and it looks like no one have solved this issue. So my question is the following: is there anyone out there that was able to play an animation from a .dae file using blend shapes?
Thank you

No, I don't believe this is possible. I went down this same path about a year ago. In the end I used one of my developer code-level tech support tickets AND filed a bug report. I got action on both fronts. Apple said that it SHOULD work. However, it successfully played any kind of transform animations (position, scale, rotation), but wouldn't play any keyed blend shape ones.
Then I had them look at my DAE file from Maya. They said that the exported file was not a valid Collada. They pointed me specifically to what was wrong with the way Maya exported it, and even told me what would need to be changed in order to make it work.
I went to the Collada DAE file format spec and confirmed the Apple engineer was correct about what was wrong with the exported file. I opened a case with AutoDesk. After a few initial questions, I never heard back.
Upon making the change Apple mentioned, it still wouldn't work. But get this -- after making their changes, the Preview app on the Mac would play the animation correctly! But never in Xcode.
Here is an Apple Dev Forum link to my posting there: https://forums.developer.apple.com/message/308819#308819
Here's the same project I was using: https://bitbucket.org/drewster77/scenekitimportedanimtest
If you get it working, please post the solution here!

Related

Built game looks duller than what is seen in the editor

I built my unity game through Xcode into an iOS device for testing, and the colors look duller and more pastel-like than in the game view in the editor. The exact same thing has also happened on a modern android device. How can I make it so that the colors as seen in the built game better reflect the colors in the editor?
EDIT: I have sent a file to my phone and found out that the phone perceives colors differently than my monitor. I'm sorry if I'm asking for quite a bit here, but... is there any way to make the game look as I intend it to? The fact that I never see exactly how my game will turn out seems kinda... awkward. Thanks.
I'm not sure if you already tried this, but you might want to use Unity Remote for your iOS device, so you can check the color differences in real time instead of having to build it every time.
But other than what the comments said, it sounds like you should try to adjust your monitor's display settings for better color correlation between the built game and the one in the editor.

blender 2.79 render pixelated & now creates a file without an extension

I have been asked to edit a few videos for a group which is outside of my developer skill set. I have settled upon Blender version 2.79 and have managed to make all of the changes and have the finished item that I am happy with.
I put the settings in according to the Excellent Mikeycal Meyers YouTube tutorials but the output, rendered from HD quality, was horrendously pixelated. I updated the settings according to the last 2,79 update video
https://www.youtube.com/watch?v=CrpWJZsZpBk&index=31&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4
But now I do not seem to get an output file at all, any thoughts please?
Render settings
File without extension

OpenGL ES 2.0 rendering issue in Xcode

I'm fairly new to OpenGL ES 2.0 on the iPhone and am trying to make a simple animation of bumper cars in a ring. For some reason, I am currently unable to render anything on screen (only the glClear() set color shows up rather any 3D objects) and I think it has something to do with my base effect or possibly my binding/rendering. I'm currently unsure of what the issue is and have been stumped for quite some time now. Would anyone be able to take a look through my project and try to guide me? I just need a footing for the right direction in debugging this issue. Just click the attached link and go to File -> Download to get the entire project.
Edit: I did find an issue under SceneMesh.h where SceneMeshVertex had GLKVector2 texCoords0; declared as GLKVector3 texCoords0; which is wrong. So that has been corrected and updated.
Xcode Project
In SceneModel.m I made a goof. In
-(id)initWithName:(NSString *)modelName mesh:(SceneMesh *)meshReference numberOfVertices:(GLsizei)count; I accidentally reference numberOfVertices instead of count .... woops. That fixed that.

Which formats can I use for animated 3D objects

.. in order to use in augmented reality application on iphone?
I have an app working like that; camera detects the marker and then it places an object related to that marker. However the object is not animated. It stands there. Of course i can move the object programmatically but i don't want to do that. What i want is the object has animation itself. I searched but i can't find exact file format. There are .obj files (not animated itself, is it true?), .mtl files, .anm files .etc. If the format is one of them, then can you give me an example model?
Thanks
Definitely MD2 is your best choice. I have integrated jPCT-AE and Vuforia and it works like a charm. AFAIK MD2 is best for animated models mainly because it can store the key-frame animation in itself and you can have any kind of animation with it at almost no cost.
Here is a test video:
http://youtu.be/chsHh0pEhzw
If you have more question do not hesitate ;)
You should specify what AR SDK/platform you are using to create the iPhone application you are talking about. That being said, for many of the common AR SDK available the MD2 format is often used to display animated models (either with a built in render engine or with example code that shows how to use the MD2 format with that SDK):
http://en.wikipedia.org/wiki/MD2_(file_format)
http://www.junaio.com/develop/docs/documenation/general/3dmodels/
OBJ (Wavefront) files do not support animation.

water effect in cocos2d

I'd like to have a water effect on a background layer in my app. The effect doesn't need to react to touch or anything - it just needs to wave an image a little bit.
CCWaves3D seem ok, but leave have nasty black artifacts around the edges when I run it. Similarly CCShaky3D. CCLiquid brings my app down from 20fps to 5fps..
Is there any other effect I might want to try out? Or perhaps I'm using the current effects in a wrong way?
id shaky = [CCShaky3D actionWithRange:4 shakeZ:NO grid:ccg(15,10) duration:4];
id liquid = [CCLiquid actionWithSize:ccg(15,10) duration:1];
id wave = [CCWaves3D actionWithWaves:18 amplitude:80 grid:ccg(15,10) duration:10];
Bonus question - where can I find any good documentation for cocos2d effects? I found default cocos2d docs utterly useless & wasted a couple of hours trying to google before asking this question :/
I have noticed performance issues when building/running in debug mode. Have you tried to build/run in release mode? Also, are you experiencing this on the device and not just on the simulator?
Unfortunately, I have not found alternate documentation specifically for cocos2d effects. Here are a few links to posts and sites I have gathered for many different resources including tutorials, tools for making tile map games, using zwoptex for making sprite sheets, using vertex helper for making a verticies plist file for box2d/chipmunk collision detection instead of just rectangles, and sites for images & sounds:
Cocos2d Resources
Need 2D iPhone graphics designed
http://www.learn-cocos2d.com/knowledge-base/tutorial-professional-cocos2d-xcode-project-template/
I have found Ray's Tutorials especially helpful along with viewing the test applications included with cocos2d.
Happy coding!