Hello,
We used Reality Converter since Jan. 2021 without any issue.
Today we wanted to convert a .GLB file to .USDZ but we had an unexpected error message "USDZ conversion failure". We tried other .GLB files but the error remain.
Here is a link to a public .GLB that cause the issue :
https://modelviewer.dev/shared-assets/models/Astronaut.glb
See the error below.
Could you fix this error as quickly as possible ?
Best regards,
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I use Reality Converter to convert GLB to USDZ, the color becomes darker, I don't know why?Does anyone know the reason?Thanks
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I want to convert GLB files to USDZ or REALITY file, then I want to convert ARQuickLook for 3D Viewing. Also I use SwiftUI. Anyone can say how can I do?
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I have a single fbx model with several animations(idle, walk, run, eat......), but after I convert it to usdz format, I can only play 1 animation, where can I find other animations and how can I play them, or USDZ doesn't support it yet?
Thank you.
Cyan
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[https://aaronwoods.info/blood-v1.glb)
I've tried everything. I think it might be because I compressed it with a tool from this site, https://gltf.report/. But i need the usdz file as well, and i need that file to also be small.
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I recently updated to Ventura (13.1) and have noticed degraded results from the photogrammetry object capture scanning apps. The masking seems to not work as well, details are smeared when they've previously been clear. I emailed the app developer directly but have similar results in multiple apps. I'm hoping for someone with technical knowledge to look into this. I've tried the software on both M1 and Intel Macs. Any help would be appreciated. Thanks
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I'm trying to convert a model from Blender to USDZ, and I am having trouble getting alpha map to show transparency properly on the hair and eyelashes.
As you can see, the hair becomes too transparent with a white sheen over the surface. It is not just the hair, but also eyelashes and hair piece are more transparent than they intent to be.
I have tried using different file format for the opacity map, but it seems Reality Converter can only read png or jpeg. I have also tried using a diffuse map that is transparent (pre-multiplied?) png, and it also doesn't work.
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When calculations are done using RealityKit,
the default format of exported pictures is .png.
Is there any way to change the image format?
For example,can it export .tiff image.
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I have a 3d model with UDIMs that I would like to convert to USDZ but not sure if there is support in Reality Converter although the documentation implies you can load up to 6 2k files - unless I have misunderstood this...
https://developer.apple.com/documentation/arkit/adding_visual_effects_in_ar_quick_look_and_realitykit
(in the Control Texture Memory paragraph)
If this right then how do you use Reality Converter to import multiple maps into a given texture field (eg. diffuse) or are there required steps/formats when exporting from Blender
Any help would be greatly appreciated
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I am trying to play a specific skeletal animation on my 3D object (loaded from a USDZ file).
The animation file is also in format of USDZ.
I tried the following:
Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Character", withExtension: "usdz")!)
.append(Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Animation", withExtension: "usdz")!))
.collect()
.sink(receiveCompletion: {
if case .failure(let error) = $0 {
print(error)
}
}, receiveValue: { data in
let character = data[0]
self.anchorEntity?.addChild(character)
DispatchQueue.main.asyncAfter(deadline: .now() + 5) {
let animationEntity = data[1]
animationEntity.transform.matrix = character.transform.matrix
if let animation = animationEntity.availableAnimations.first {
character.playAnimation(animation, startsPaused: false)
}
}
})
.store(in: &self.cancellables)
I am seeing these in the console:
[Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.Elbow_R_bnd.Transform.transform
[Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.ShoulderPart1_R_bnd.Transform.transform
[Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.ShoulderPart2_R_bnd.Transform.transform
...
It seems that the transform is different between the animation file joints/nodes and the character ones.
Is there any way to fix this in code? If not, how I can make it work?
I am receiving the animation as FBX file and then I am converting it into gtlf using the fbx2gltf tool, then I am converting the gltf into usdz using usdzconvert.
let task = Process()
task.executableURL = Self.fbx2gltfBinURL
task.arguments = [
"-i",
url.path,
"-o",
temporaryURL.path,
"-b",
"--blend-shape-normals",
"--blend-shape-tangents",
"--fbx-temp-dir",
temporaryDirectory.path,
]
try task.run()
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Hi, I’ve been watching quite some stuff about Object Capture months afar from now and how it works, and I’m wondering how I am supposed to interpret the ideal overlaps between sequential photos. Apple says it should be at least 70% between each photo, but since the ideal overlap isn’t a tangible concept, how am I supposed to take it into account when I take photos. Any help appreciated. By the way, here’s the article mentioning the overlap, near the end of the latter.
https://developer.apple.com/documentation/realitykit/capturing-photographs-for-realitykit-object-capture
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Hey everyone,
im trying to export my project to usdz but I’m getting the following error:
‘Operation couldn’t be completed (RCFoundation.Project.ProjectError error 0)’
anyone know what this means? Thanks for all help!
-Alec
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Hi there,
I am happy to have found Reality Composer. As I continue to create content, I have run into some issues. When exporting my model into .OBJ format to upload to the composer, I notice that the objects are not solid. I have gone through the exporting process to make sure that they are, but when viewed in Reality Composer, the closest surfaces are not showing and the object looks see-through. Any idea of what is going on?
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Hi, I,m trying to open a gltf file in Reality Converter and the textures maps like this:
When I import as fbx the texture mapping is right. (but unfortunately the model get bad)
Any one who gives a clue what's going on?
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Hi,
I've downloaded these things but I can't seem to import FBX file to reality converter
FBX SDK 2020.2.1 Clang (Universal Binary)
FBX SDK 2020.2.1 Python
FBX SDK 2020.3.1 Python Bindings
I'm using MacBook m1 pro
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I'm loading a .usdz file into my View and so far it works fine, except from the fact that when I load multiple objects into my scene the app crashes with message: Terminated due to memory issue.
I'm using Apple's default .usdz samples.
It works with up to 8-10 instances and then crashes.
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Having an ability to change the level of the scene plane or anchor plan on the fly would result in a much better user experience.
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Hi,
In our workflow, we have 3D objects with the type of gltf provided to the iOS via API endpoints. Using a different types of files is not an option here.
Inside the iOS, the glb file is converted to a scn file using a third-party framework. The nodes in the converted scn file look as expected and similar to the original glb file.
In the second step, the scn file should be converted to a USDZ file to use in RealityKit. As far as I know, there is only one way to convert scn to USDZ inside the iOS app. which is using an undocumented approach ( assign a usdz format to URL and using write(to:options:delegate:progressHandler:))
let path = FileManager.default.urls(for: .documentDirectory,
in: .userDomainMask)[0]
.appendingPathComponent("model.usdz")
sceneView.scene.write(to: path)
In the converted USDZ file, all the one-sided materials (transparent) materials are changed to a not transparent material. We tested on a car object, and all the window glasses became not transparent after converting.
On the other hand, if we use the Reality converter app in macOS to convert glb file directly to USDZ file, every node converts as expected, and it works so fine. Is there any workaround to fix that issue? Or any upcoming update to let us use glb file in the app or successfully convert it to USDZ inside the iOS app?
Thanks
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I am trying to convert gltf to usdz via usdz converter ,but there are something went wrong."An unexpected error occurred while converting this file to USDZ."Has anybody know how to fix it, I'll be much appreciated!
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Hello, I created in Blender a simple cube with 2 animations, one animation move up and down the cube and second one rotating cube on his position.
I exported this file in glb format and I tried to converted using Reality Converter, unfortunately I can only see 1 animation.
Is there any limitation of Reality Converter? Can I include more than 1 animation?
The original file glb has the 2 animation inside, as you can see from the screenshot I checked the file using a online viewer for glb and there are no problem, both animations are in.
The converter unfortunately see only the last one created.
Any reason or explanation? I believe is a limitation on Reality Converter
Regards