I would like to pass an avatar that I made on Maya to my project on Xcode 6(swift language). The app that I made was created in Single View Application and now I would like to know how I can implement my project to add the 3d avatar.
PS: I know that some of you guys think that my question already exists but mine is a little different.
I think SceneKit is the simplest solution for you. iOS 8+ only.
http://www.raywenderlich.com/83748/beginning-scene-kit-tutorial
Also you can write OpenGL ES code (pure OpenGL ES or using game engines like cocos3d), but it's more diffucult than SceneKit if you have no experience with it before.
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I am new to Unity. I have done a character walk animation in 3ds max and imported in Unity. I created Xcode project for iOS through Unity, and animation works as expected.
I want to develop some UI button controls on screen and animate this animation in my iOS app, only when this button is clicked. How do i code it now for this UI controls and events? Do i need do adding these controls and events on the Xcode project (which created by Unity) (or) I can do everything like this kind of native code in Unity itself?
Please advise!
Thank you!
Getsy.
You can do all UI in the Unity itself. You have these options:
Old Unity GUI system. It is pretty easy to program, but it is awful in terms of performance and usability for designers — it's created completely from code, with no editors. It's almost never used in commercial products except for debugging and developer tools. However, it's still a good option for prototypes.
Use other GUI package. There are a lot of 2d and UI packages for Unity of all kinds. Currently the most popular one is NGUI, which is pad, but also has an evalution version.
Create your own UI framework (still in Unity). Just wanted to mention that this is a viable option, but it's obviously the worst one for your case.
Wait for the new 2D/GUI Unity framework. It's supposed to come out in 4.3 version, and it is just around the corner; more than that, the original NGUI author is working on it.
In you place, I'd create basic prototype controls with built-in Unity3d GUI, and by the time I'd need to create something more presentable, new Unity GUI would hopefully already be there.
How would I go about adding a 3D object from Maya into an iOS app? For now, before it gets too complicated, I just want to add it in, no response to touch yet. Is there a tutorial about this? Thanks!
Edit: It doesn't necessarily have to be Maya. I can learn how to use another program.
Molecules is a great open source iOS app that uses OpenGL ES to render 3D objects that have nice touch interaction. Maybe that would be a good starting point.
Go to Xcode and start an OpenGL-ES Project.
Export your maya-model to *.obj(Wavefront)-format and use Jeff Lamarches obj-loader to create c-header files that you can include into your iPhone project!
For a more modern example of rendering 3D meshes, check out this library. It comes with an OBJ parser, so if you can export your geometry as an OBJ file, you can render and interact with it using the library on iOS. Here's a short video of the library in action.
I've already created an iPhone app using UIKit. However, for one part of my app i will need to perform relatively heavy graphica (particles, lots of moving images). I can't rewrite the entire app in cocos2D due to my deadline. It's just for graphical purposes and i won't need user input via cocos2D. Another option i was considering was using plain openGL, but i'm quite sure cocos2D will be easier to learn.
In short: How can i use cocos2D in a small part (say one UIView) of my app without rewriting it? (User interaction is not necessary).
Edit: I found out, after a while more searching. For the record if someone else will need it in the future:
http://www.cocos2d-iphone.org/forum/topic/4708
http://www.cocos2d-iphone.org/forum/topic/9239
First, integrate cocos2d into your project.
Copy cocos2d directory into your project from downloaded cocos2d-iphone.
Modify cocos2d/ccConfig.h, #define CC_FONT_LABEL_SUPPORT 0
Copy fps_images.png into your project from downloaded cocos2d-iphone/Resources/Fonts if you want to show FPS that is implemented in cocos2d.
Next, implement to use cocos2d as cocos2d-iphone/tests/attachDemo/attachDemo.m.
I'd like to use the UIView "sucking" transition (view is "sucked" into a point) referenced here:
http://iphonedevwiki.net/index.php/UIViewAnimationState#Using_suckEffect
The method above, however, uses private APIs, which makes it next to useless for an App Store app. How can I recreate a similar effect without relying on private APIs? I'm guessing the answer has to do with OpenGL, although I have zero experience there.
As long as Apple doesn't publicly document the effect, and you want to avoid the risk of being rejected for using private API's you'll have to roll your own.
A suggestion to start working on this would be using OpenGL ES shaders.
The following blog post includes a demo Quartz Composer patch to create the Genie effect as seen in OS X and iOS:
http://www.aderstedtsoftware.com/users/erik/weblog/c7cb9/
A good start for your OpenGL ES shader would be to use the code in the Genie Filter in this QuartzComposer file. The code can almost be copied to a shader for OpenGL as is. The most work would probably be integrating OpenGL in your application: rendering the right view to a OpenGL texture and overlaying OpenGL over your application to perform the animation based on your shader.
Please have a look at my project at git://github.com/rmd6502/Genie.git - it's very slow right now, but improvements are forthcoming.
have you checkked out the cocos2d framework. it's an objective c wrapper for openGL and it's done really well. you can check out their demo video which shows all the transition types that the library supports.
Duplicate:
How can i use picker view in iphone application using cocos2d ?
Hello everyone i am working on iphone gaming project.In this game i want spin some image (like reel spin).But i can not do this.Can i use picker view in this application using cocos2d.If can then give some instruction how can i do that or any different solution for this project.
You can use anything your want. I am constantly amused by the number of people who think that Cocos2d is some sort of world that you enter where you cannot bring any of your old friends. Cocos2d is just a library that makes OpenGL easy for games, and that is all it is. All it is.
I think you might benefit from trying a few easier projects first. I have made the mistake of trying to jump into something beyond my understanding, and while in the end it may have been beneficial, I sometimes wish I had learned in a more systematic manner.