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Hello Has anyone tried to send unreliable messages in first beta? I have a bad access crash every time I try: (lldb) thread backtrace * thread #28, queue = 'com.apple.root.user-initiated-qos.cooperative', stop reason = EXC_BAD_ACCESS (code=1, address=0x22)   * frame #0: 0x00000001033aa3b4 libdispatch.dylib`_dispatch_root_queue_drain + 208     frame #1: 0x00000001033aae6c libdispatch.dylib`_dispatch_worker_thread2 + 196     frame #2: 0x00000001f9b8d06c libsystem_pthread.dylib`_pthread_wqthread + 228 I don't know if I do something wrong or if someone else experiences the same issue. Thanks, Gil
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Hello i was wondering if an updated version of fox 2 sample code with virtual controllers was going to be released. thanks
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Hello, Recent additions to RealityKit 2 look really great! I have an app that uses SceneKit to animate 3d models with face tracking. My SceneKit Models contains Blendshapes. I was wondering if it was possible to convert my App to RealityKit (I have performance issues with SceneKit since iOS 14). For that I need to know: If USDZ can contain blend shapes. I see in USD Python tools 0.64 that BlendShape support had been added but I have not been able to verify if my converted model contained the blenshapes. If RealityKit can access and modify those blendshapes? I don't see a way to do it actually (nothing that look like SCNMorpher). Thank you for your insights. Gil
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Hello,In one of the WWDC 2019 reality kit sessions, it was said that the SwiftStrike (not the tabletop but the full version) Sample code would be released.Any ETA on this?Actually i find it a bit hard figuring out how to use RealityKit to go beyond basic demo with Reality Composer.Thanks,Gil
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Hello,I'm trying to convert a model with multiple skeletal animations to USDZ but so far i have not been able to do it.I export them from unity.My models work fine as DAE and in scenekit.However i have not found a way to make them behave correctly as USDZ in realitykit.Has anybody been able to do this? With what workflow?ThanksGil
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Since RealityKit 1.0 has been released, I've been searching for a way to animate a model with multiple skeletal animations (idle, walk, run etc...) I've been able to make it work with one animation, but never been able to switch animations. I've looked at the sample code for BugBreakAR which seems to achieve multiple animations. However it seems that they just duplicated the usdz file with a different animation each time. This si suboptimal since each usdz is around 30 mb (and it contains textures etc...). I used to do this by loading SCNanim files in Scenekit and animations file where just a few hundred kilobytes. Is there any more optimized way to have multiple skeletal animation be applied to a model? Thank you. Gil
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Hello,Each time i try to open an scn file with xcode 11.4 it crashes directly.Same thing when trying to open usdz files.Anyone else experiencing this issue?Thanks.Gil
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Hello,I'm experiencing live View freezes with Xcode 10.2 Playgrounds.Same code works fine with Xcode 10.1.I thought playgrounds were supposed to be more stable with Xcode 10.2...Anyone with the same issues?ThanksGil
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Hello,I have an ARKit game (Imagipets AR) currently on the store. Worked fine on iOS 11.1.2, however after upgrading to iOS 11.2 the animations of the dragons don't work anymore.Can't launch the debugger yet as i'm still downloading xcode 9.2 beta (any final version coming?) but is anyone else experiencing scenekit animations issues with iOS 11.2?Thanks
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