USDZ is a 3D file format that shows up as AR content on a website.

USDZ Documentation

Posts under USDZ tag

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I can only download usdpython from following website: https://developer.apple.com/augmented-reality/tools/ And where could I get the various versions of the usdpython? Is the usdzconvert(usdpython) of Apple open source? Because I wanna learn how Apple achieves the conversion from GLTF to USDZ because I'm currently using version 0.66, and I feel that the conversion of GLTF features is not quite sufficient.
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Creating an Entity and then changing between different animations (walk, run, jump, etc.) is pretty straightforward when you have individual USDZ files in your Xcode project, and then simply create an array of AnimationResource. However, I'm trying to do it via the new Reality Composer Pro app because the docs state it's much more efficient versus individual files, but I'm having a heck of a time figuring out how exactly to do it. Do you have one scene per USDZ file (does that erase any advantage over just loading individual files)? One scene with multiple entities? Something else all together? If I try one scene with multiple entities within it, when I try to change animation I always get "Cannot find a BindPoint for any bind path" logged in the console, and the animation never actually occurs. This is with the same files that animate perfectly when just creating an array of AnimationResource manually via individual/raw USDZ files. Anyone have any experience doing this?
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In previous versions of Xcode, there was a simple option under Editor > Convert to .scn when a .usdz file was selected. I am unable to find this option anymore as all I see when selecting a .usdz file is "Previous Page", "Next Page", "Play", "Pause". Please provide some insight on how to convert a .usdz file to .scn in Xcode 15. Thanks!
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I have a Entity which is loading a USDZ asset. let modelName = "example.usdz" guard let modelURL = Bundle.main.url(forResource: modelName, withExtension: nil) else { fatalError("Failed to find model file: \(modelName)") } let videoEntity = try! Entity.load(contentsOf: modelURL) Now i am creating a video Material using AVPlayer, VideoMaterial let asset = AVURLAsset(url: url) let playerItem = AVPlayerItem(asset: asset) let player = AVPlayer() let material = VideoMaterial(avPlayer: player) And adding Video material to a sphere videoEntity.components.set(ModelComponent(mesh: .generateSphere(radius: 1E3), materials: [material])) But I want a mesh of my 3d model as shape. Any Possible Ways to Achieve This.
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I am trying to use my animated model in XCode with SceneKit. I exported my model from Maya with Animation Data in .usd format, then converted it to .usdz with Reality Converter. When I open it in XCode viewer it is animated and everything is fine. However when I try to use it in my app it doesn't animate. On the other hand, when I try with the robot_walk_idle model from Apple's example models, it is animated. Maybe I am missing a option in export settings. Thanks for any help. import SwiftUI import SceneKit struct ModelView: View { var body: some View{ VStack{ SceneView(scene: SCNScene(named: "robot_walk_idle.usdz")) } } }
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Hello fellow developers, I am currently exploring the functionality of the UsdPrimvarReader node in Shader Graph Editor and would appreciate some clarification on its operational principles. Despite my efforts to understand its functionality, I find myself in need of some guidance. Specifically, I would appreciate insights into the proper functioning of the UsdPrimvarReader node, including how it should ideally operate, the essential data that should be specified in the Varname field, and the Primvars that can be extracted from a USD file. Additionally, I am curious about the correct code representation of a Primvar in USD file to ensure it can be invoked successfully. If anyone could share their expertise or point me in the right direction to relevant documentation, I would be immensely grateful. Thank you in advance for your time and consideration. I look forward to any insights or recommendations you may have.
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In reality composer pro, when importing an USDZ model and inserting it into the scene, reality composer pro will remove the material of the model itself by default, but I don't want to do this. So how can reality composer pro not remove the material of the model itself?
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Hey everyone, I'm running into this issue of my USDZ model not showing up in Reality Composer Pro, exported from Blender as a USD and converted in Reality Converter. See Attached image: It's strange, because the USDz model appears fine in Previews. But once it is brought inside RCP, I receive this pop up, and does not appear. Not sure how to resolve this multiple root level issue. If anyone can point me in the right direction or any feedback, all is much appreciated! Thank you!
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I have a USDZ model called 'GooseNModel' in the visionOS App project. I'm sure that this model contains an animation, so I wrote the following code to display the model with animation: import SwiftUI import RealityKit RealityView{ content in if let GooseNModel = try? await Entity(named: "GooseNModel"), let animation = GooseNModel.availableAnimations.first { GooseNModel.playAnimation(animation) content.add(GooseNModel) } } But when I ran it, I found that it did not contain animation as I imagined, but a static model. How to solve it?
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Hello, I'm exporting a 3D model with a shader created in Reality Composer Pro's Shader Graph to a USDZ file for viewing in QuickLook. Once exported, the USDZ file in QuickLook appears without the shader material. When I import the file back into Xcode, the material renders properly. Is it possible to publish MaterialX shaders to be viewed in QuickLook? Hopefully it is, because it seems the push to MaterialX and USDZ is supposed to be for universal support :) Any guidance is appreciated!
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Load usdz file with realitykit, change pbr to customaterial like describe here: https://developer.apple.com/documentation/realitykit/modifying-realitykit-rendering-using-custom-materials -> Model texture look smaller when preview and on iOS device than use preview on Mac or Blender Step to reproduce: clone repo: https://github.com/ngocdv95/realitykit-demo-scale-bug Open project bellow View preview usdz file in usdz folder Open ContentView file, open SwiftUI preview Look preview: first it load usdz file, everything correct, wait 3 second (code line 74), material change and texture look smaller.
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I am generating a USD file with RealityKit and ARKit. I want to, within the same app, open the USD file and display it as if it was a USDZ file. For the user to see, without having to send it to another device. Is this possible? Thanks
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USDZ is not getting the job done for AR on ios. Are there plans to utilize WebXR in future versions of ios for phones and ipads, so that developers might leverage all the capabilities that the GLB file format provides? By embracinng WebXR, Android is providing a much better environment to build AR experiences. As content creators, we would like to support all of our users with a common code stack and workflow. Thanks for any insights.
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Hi guys, I thought I make a visionOS test app with the Apple's native robot.usdz file. My plan was to rotate limbs of the robot programatically, but while I can see the bones in previous Xcode versions and in Blender, somehow I can not reach them in Xcode 15.3 or Reality Composer Pro. Has anyone any experience with that?
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Hello All - I'm receiving .usdz files from a client. When previewing the .usdz file in Reality Converter - the materials show up as expected. But when I load the .usdz in Reality Composer Pro, all the materials show up as grey. I've attached an image of the errors I'm get inside Reality Converter, to help trouble shoot. What steps can I take to get these materials working in my Reality Composer Pro project? Thanks!
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Hello! I have a few questions about using RealityKit on iPadOS and Mac Catalyst. I currently have a model in Cinema 4D that has no materials added to it. I need to add a couple of simple materials to everything. My goal is to move my model from Cinema 4D to my RealityKit app. The model can load fine in the app. However, I'm having issues with the materials. First, when I export from Cinema 4D as a USD, the materials don't seem to come with it. I thought materials came with the model. I just get a pink striped model (no materials), which is not ideal. So, that crossed out making materials in Cinema 4D for me. Here's a test model with materials added: Here's what it looks like when exported as a USDA in Reality Composer Pro. It looks the same when exported as a USDZ: I checked materials when exporting from Cinema 4D, so I don't know what I am doing wrong. So, I thought of another idea instead of making materials in Cinema 4D. What if I used Apple's new Reality Composer Pro app to add materials to my model? You can add physically based materials or even custom shader materials with nodes. I thought that would work, and it does. When I export the model as a USDZ with physically based materials, they appear fine and work in my app. However, what about custom shader materials? Whenever I play with a custom shader material and apply it to my model, I am left with problems. Look at this image. This is my model in Reality Composer Pro with two types of materials added from the app. The water and sand on the beach are created with physically based materials in the app. No nodes. The gold/metal ball is created with a custom shader material with nodes. Looks fine, right? When I drag an exported USDZ of this into my Xcode project, it even looks good in the Xcode preview of the file under Resources. (Note I am not adding the USDZ as an . rkassets as Apple suggests as .rkassets folders are only available for visionOS. This is an iPadOS + Catalyst app.) However, when I run the actual app, only the physically based materials actually display correctly: Besides the lighting in the scene, the physically based materials look good. However, the metal ball that used a custom shader material? It looks gray. Why? How can I fix this? I guarantee this is not a problem with my app or its lighting setup etc. I tried loading a custom shader material in a visionOS simulator and it worked! But, not for this. I know Reality Composer Pro seems to be very focused on visionOS right now, but this is still just a USDZ file. Why aren't these custom shaders working? I've been working on this problem for at least 24+ hours, so I've tried as much as I could imagine. I thought Reality Composer Pro would be good to do textures in as it would be less error prone when moving the model over to Xcode, compared to moving materials from Cinema 4D to Xcode, and I kind of proved that with my second photo. For RealityKit on iPadOS + Catalyst, how should I be applying materials? What am I doing wrong? P.S. Yes, this is a nonAR project with a virtual camera, which is possible for RealityKit. Thanks for the help! :)
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I captured my office using 3D Scanner and get a USDZ file. The file contains a 3-D Model and a Physically based material. I can view the file correctly with texture on Xcode and Reality Composer Pro. But when using RealityView to present the model in immersive space. I got the model in whole black. My guess is my Material doesn't have a shader graph? Does anyone caught into similar issue? How to solve it?
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Let's say I've created a scene with 3 models inside side by side. Now upon user interaction, I'd like to change these models to another model (that is also in the same reality composer pro project). Is that possible? How can one do that? One way I can think of is to just load all the individual models in RealityView and then just toggle the opacity to show/hide the models. But this doesn't seem like the right way for performance/memory reasons. How do you swap in and out usdz models?
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