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After trying to convert a fbx file to usdz using the reality converter, it gave an error, telling me to install FBX SDK. After successfully doing so, it is still giving me the same error. Has anybody ever encountered this before, and is there a way to fix it?
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Hello !
The only way that I can use multiple animation is to have multiple USDZ with single animation
according to WWDC example
https://developer.apple.com/videos/play/wwdc2021/10074/
todo so, I should have file with single animation
but many sources like Sketchfab.. etc
it has single GLTF , USDZ file with multiple animations,
I have blender but it's too difficult to export each animation to each modeling file.
can anyone let me know how to split file by animation?
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Is there an Android equivalent of a .reality file so I can export my RealityComposer project and share with an Android phone?
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I'm trying to convert an FBX (from Mixamo) to a usdz using Reality Converter.
For some reason, I'm only getting the first second of an 8 second animation.
I've confirmed that the FBX does contain the entire animation by loading in blender.
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I'm not sure what happened, I'm pretty sure I wasn't having issues importing these file types a few weeks ago. Just to be sure I checked the webpage for Reality Converter and yup, GLTF is listed...
Simply drag-and-drop common 3D file formats, such as .obj, .gltf and .usd
I haven't updated anything on my computer, so I dunno how anything could have changed. Anyone know what the deal could be?
After updating my Iphone XS Max to iOS 14.3 I experienced all of my exported USDZ files are having z-buffer issues and clipping when it comes to opacity. The files are displayed correctly in Reality Converter. I am in process of rolling phone back now to see if it fixes the issue. Has anyone else encountered this issue after updating?
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One of people's favourite features of AR Quicklook is the video playback. Aside from the feature its self, what it represents is familiarity as people have used it in video for decades so it helps place AR right next to other common formats, which is awesome!
Previously, if a USDZ's animation was longer than 10 seconds, the playback would appear. This rule was recently changed to allow the option from the USDZ metadata using the python tool. Unfortunately most designers are still not using the python toolkit so the feature is now hidden in most cases, which is too bad.
Would be great to add the ability to set that metadata from Reality Converter & Composer. Better yet, if it was available as an html fragment identifier it would be super helpful, similar to "allowsContentScaling"
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I don't know if this is an issue with Apple's Reality Converter app or Blender (I'm using 3.0 on the Mac), but when I export a model as .obj and import it to Reality Converter, the scale is off by a factor of 100.
That is, the following workflow creates tiny (1/100 scale) entities:
Blender > [.obj] > Reality Converter > [USDZ]
But this workflow is OK:
Blender > [.glb] > Reality Converter > [USDZ]
Two workarounds are:
export as .glb/.gltf,
when exporting .obj set the scale factor to 100 in Blender
Is this a known issue, or am I doing something wrong?
If it is an issue, should I file a bug report?
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This thread actually marks an unsolved problem as "accepted"/solved https://developer.apple.com/forums/thread/119265
As of iOS 14/15 Apple's own QuickLook does not support:
On iOS and in AR, any USDZ with PNG transparency.
It's a shame and testament to the AR dev team's (in)ability to address this issue.
Multiple tweets and a basic google search shows this problem existing for over 2 years and now entering the third year.
Meanwhile formats such as GLTF/GLB... just work
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I feel like a complete noob here, but I am trying to install reality converter but i keep getting directed to the XCode 13 beta page. I have downloaded the XC13 beta and although I can open Reality Composer, Reality Converter is nowhere to be found. I have done some extensive You Tubing on this issue but it appears it is a Non-Issue everyone else seems to have had such an easy installation it is not even mentioned. Please put me out of my misery and tell me what I am doing wrong. Thanks
So I'm trying to convert an FBX to USD in reality converter and it's giving me a strange error. The first image is from Maya and is what the tree should look like. The second image is the output I got in Reality Converter. I even tried re-applying the texture but this is still happening. It seems like the UV information is lost during the conversion but I'm not sure. I think I saw someone post about a similar issue somewhere else but now I can't find the post again. Any help appreciated!
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I've been creating USDA files manually and converting them to USDZ via Apple's usdzconvert tool (version 0.64).
In the file I set unit size to be 1 meter
metersPerUnit = 1.0
but the USDZ keeps the unit size at 1 cm.
Apple's Reality Converter does process the metersPerUnit metadata, so that is a viable work-around for me. But sometimes I'd prefer the command-line tool.
Is there an update to the usdzconvert tool? I couldn't find one.
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Using Maya’s latest
version we are attempting to convert a few fbx animations, with sound into a
.reality file, without success. In the converter we get a shutdown in
conversion after about 2 seconds on two of the three animations and in the
latest attempt on the 3rd animation is that the animated characters are stacking on top of each other
in the viewer (see image) and we get root node errors. Can you assist us on solving the
issue and helping us better understand how to build iOS animations from
Maya?
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Hi all,
I am able to create USDZ files to load in AR Quick Look.
However, for prims that contain displayColor primvar values, they all appear incorrect (pink) when opened via AR Quick Look.
To repro, create a usdz from this (size too big for attaching usdz directly):
#usda 1.0
(
defaultPrim = "Origin"
)
def Xform "Origin" (
apiSchemas = ["GeomModelAPI"]
kind = "component"
)
{
string label = "Golden Krone Hotel"
string modern_name
def Sphere "Volume" (
doc = "This is the main volume for the Golden Krone"
)
{
color3f[] primvars:displayColor = [(0.721156, 0.0030596028, 0.27578437)] (
elementSize = 1
interpolation = "constant"
)
double radius = 2
float xformOp:rotateX:tilt = 12
float xformOp:rotateZ:spin.timeSamples = {
0: 0,
192: 1440,
}
double3 xformOp:translate = (0, 2, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateZ:spin", "xformOp:rotateX:tilt"]
}
def Cube "TopBackLeft" (
doc = "This is the volume for the top back left section of the Golden Krone"
)
{
color3f[] primvars:displayColor = [(0.8052342, 0.0014515291, 0.19331428)] (
elementSize = 1
interpolation = "constant"
)
double3 xformOp:translate = (-2, 6, -2)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Capsule "TopFrontLeft" (
doc = "This is the volume for the top front left section of the Golden Krone"
)
{
color3f[] primvars:displayColor = [(0.007277872, 0.58201957, 0.41070253)] (
elementSize = 1
interpolation = "constant"
)
double3 xformOp:translate = (-2, 6, 2)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Cylinder "TopBackRight" (
doc = "This is the volume for the top back right section of the Golden Krone"
)
{
color3f[] primvars:displayColor = [(0.20229208, 0.39510167, 0.40260625)] (
elementSize = 1
interpolation = "constant"
)
double3 xformOp:translate = (2, 6, -2)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Cone "TopFrontRight" (
doc = "This is the volume for the top front right section of the Golden Krone"
)
{
color3f[] primvars:displayColor = [(0.08033847, 0.7920769, 0.12758464)] (
elementSize = 1
interpolation = "constant"
)
double3 xformOp:translate = (2, 6, 2)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
Opening the file in USDView, SideFX Houdini, Autodesk Maya ends up in viewport displaying expected colors:
Opening it in AR Quick Look iOS appears pink:
Searching on the internet, I have not been able to find any information about why this happens, what the requirements are, or if it is a known issue. Only a post on usd-interest google group from 2019 reported the same: https://groups.google.com/g/usd-interest/c/8hD2rzRboeg/m/PSgIPlLCBgAJ with the answer:
"""
And I was just told that ARQL does not currently support vertex displayColors in any capacity - neither without a bound material (as in the example I provided), nor as something read via a UsdPrimvarReader shader to feed to a UsdPreviewSurface... the only primvars currently supported in ARQL are texture coordinates for feeding a UsdUVTexture shader.
"""
I can not bake textures as my app is meant to work with display colors only.
Does anyone have links to official help or information on this? Searching if supporting displayColor as other USD renderers do will be coming eventually.
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Hi all,
I have a question regarding UsdGeom.PointInstancer: https://graphics.pixar.com/usd/docs/api/class_usd_geom_point_instancer.html schema support on AR Quick Look for USD stages.
When packaging the city set example from pixar https://graphics.pixar.com/usd/downloads.html:
and using it as a USDZ file ends up in AR Quick Look displaying:
No point instancer at all.
Prototypes at the origin.
I have not been able to find any information regarding support, requirements or plan for UsdGeom.PointInstancer in AR Quick Look or Reality Composer pages.
USDView, SideFX Houdini and Autodesk Maya support it without problem, I was hoping to use it for some AR models.
Can somebody point me in the right direction for documentation on this, please?
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Hi,
I have two questions about USDZ/USDA, Xcode and html5.
I have created an object in Reality Composer and animated it. The actions are started via notifications.This works perfectly when I open the Reality Composer file (.rcproject) in Xcode and program the buttons accordingly.
Now my questions are:
is there a possibility to open USDZ/USDA files in Xcode instead of the .rcproject file? If so, how does this work?
is there a possibility to create a web page with buttons in html5 and execute the actions in a USDZ/USDA file with these buttons, using the notifications?
Thanks a lot
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I am using Reality Converter (RC) to convert a Blender-created .usdc file, to a .usdz file. On import, I get a warning saying "Invalid scene orientation in USD file"... "must be Y up."
Please explain or provide link to error code explanations.
The Blender default is that Z is up, X is left/right, and +Y is away and Y- is closer, all in reference to the default location of the camera. Is RC expecting something else? Do I need to change the Blender defaults?
What happens if I don't heed the warning? The model looks right in RC and does export. Its behavior in the AR context is problematic and I wish to understand what may be causing it.
Serge
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Hi
I'm exporting an object from Blender to an FBX (or GLTF/GLB) file to then convert it in Reality Converter.
Inside there, everything looks good, all animations work and the object is positioned on 0 0 0, however when I view the exported USDZ file in Safari on my iPhone, the object does not align to the horisontal plane but floats in the air, yet in the Reality Composer, the object is aligned perfectly with the floor.
How can you set the correct alignment position for the object, either in Blender, Reality Composer or Reality Converter?
Thanks
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Whenever I transfer a rigged object from blender to Reality Composer (via "GLB" --> Reality Converter --> "USDZ") I face an issue in which unnecessary shading appears along edges of some polys. This issue ONLY occurs when the object is connected to a rig (as demonstrated in the images posted below).
I found that converting GLB --> USDZ via "echoAR" does not share this problem. Has apple addressed this issue? I'd prefer to use reality converter if there is a solution.
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Hi!
We've been using Reality Converter to convert .glb files (exported from Cinema 4d) into .usdz to work in several AR viewers.
But suddenly there's a batch of files that shows "Error code: conversion failed, 1 error" when trying to open a .glb file in Reality Converter. When pressing more info it simply says "used conversion failure, see error code for more info" But unfortunately there is no more info and I have yet to find any solution.
The .glb files have the same settings as all our other files and we've tried exporting them multiple times under different names and, funny enough we got ONE to work on Tuesday. But the same file didn't work when we tried it again on Wednesday so now.. we're stumped.
Anybody have any suggestions for us we might try? If you need any additional info give me a shout or write an email directly to: qa @fibblar.com
Thank you so much for any help!