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USD added draco compression support in 19.11.
is this something that apple is also considering to adopt?
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Hi all,
I have an .obj model which I converted using Reality converter.
When trying to load it in safari quicklook, it pops up an error "Object requires a newer version of iOS"
I'm on an iPhone X with iOS 13.6.
Any thoughts?
Thanks
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Hello, I am trying to export to usdz the Comsonaut model which is available here https://developer.apple.com/augmented-reality/quick-look/
It has points which trigger animations and I wonder if something like that is supported in usdz. My guess is no since I can't export this particular model to usdz in RealityComposer. But I wanted to be 100% sure. So I would really appreciate if someone can confirm that this functionalty (triggered animations) is not available in USDZ
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Hi,
On my mac (with Apple Silicon chip) I have different tools that required Python 3.9. To install Python 3.9 I use Homebrew.
I wanted to install "USDZ Tools". I downloaded USDPython-pkg from https://developer.apple.com/augmented-reality/tools/ and by unzipping it I got the file USDPython-0.65.pkg
If I try to run usdzconvert -h I get this
~ % usdzconvert -h
env: python3.7: No such file or directory
I tried replacing !/usr/local/bin/python3.7 with !/usr/bin/env python3 in all python scripts
I then tried to relaunch usdzconvert -h now I get this
% usdzconvert -h
Error: failed to import pxr module. Please add path to USD Python bindings to your PYTHONPATH
I checked PATH and PYTHONPATH are good. I then looked in the pxr folder. Inside there are python files and dynamic libraries with the extension so.
If run the following command, for example, on _ar.so
% file /Applications/usdpython/USD/lib/python/pxr/Ar/_ar.so
/Applications/usdpython/USD/lib/python/pxr/Ar/_ar.so: Mach-O 64-bit dynamically linked shared library x86_64
This is not a dynamic library for Apple Silicon
On the Internet some say that by launching the terminal in Resetta mode it works. I tried it doesn't work for me.
Will there be a native version for Apple Silicon for USDZ Tools?
Regards
Tof
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I installed the usdpython-0.66.pkg and also used the recommended python 3.7.9 release. Only some of the simpler sample code worked. The 103_simpleMaterial.py failed with the following error message:
Traceback (most recent call last):
File "/Applications/usdpython/samples/103_simpleMaterial.py", line 41, in
material.CreateSurfaceOutput().ConnectToSource(pbrShader, 'surface')
Boost.Python.ArgumentError: Python argument types in
Output.ConnectToSource(Output, Shader, str)
did not match C++ signature:
ConnectToSource(pxrInternal_v0_22__pxrReserved__::UsdShadeOutput {lvalue}, pxrInternal_v0_22__pxrReserved__::UsdShadeOutput sourceOutput)
ConnectToSource(pxrInternal_v0_22__pxrReserved__::UsdShadeOutput {lvalue}, pxrInternal_v0_22__pxrReserved__::UsdShadeInput sourceInput)
ConnectToSource(pxrInternal_v0_22__pxrReserved__::UsdShadeOutput {lvalue}, pxrInternal_v0_22__pxrReserved__::SdfPath sourcePath)
ConnectToSource(pxrInternal_v0_22__pxrReserved__::UsdShadeOutput {lvalue}, pxrInternal_v0_22__pxrReserved__::UsdShadeConnectableAPI source, pxrInternal_v0_22__pxrReserved__::TfToken sourceName, pxrInternal_v0_22__pxrReserved__::UsdShadeAttributeType sourceType=pxr.UsdShade.AttributeType.Output, pxrInternal_v0_22__pxrReserved__::SdfValueTypeName typeName=<pxr.Sdf.ValueTypeName object at 0x7fc9702e4120>)
ConnectToSource(pxrInternal_v0_22__pxrReserved__::UsdShadeOutput {lvalue}, pxrInternal_v0_22__pxrReserved__::UsdShadeConnectionSourceInfo source, pxrInternal_v0_22__pxrReserved__::UsdShadeConnectionModification mod=pxr.UsdShade.ConnectionModification.Replace)
It seems that the error is from the Boost.Python with mismatched parameters. Did anyone run this sample code successfully?
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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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It seems that something must of changed in the reality composer export feature to USDZ. Importing any animated .usdz file into reality composer and then exporting it is reducing the playback frame rate to about 30%. The same file imported and then exported as a .reality file plays back just fine.
Anyone else experiencing this issue, as its happening for every usdz file imported and also across 2 different apple laptops running the software?
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https://developer.apple.com/augmented-reality/quick-look/
in this link you will find the "The Hub" model which contain the different animation and they are playing separetly also, how?
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Hello - I am trying to render usdz in chrome browser. I am using google model-viewer. It works fine in safari. Not in chrome.
Any thoughts ?
<model-viewer
src="../../assets/room.usdz"
ar
ar-scale="fixed"
camera-controls
touch-action="pan-y"
alt="A 3D model of an astronaut"
ios-src="../../assets/room.usdz"
xr-environment
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Currently, I have a requirement to use models created in Unity for use in Reality Kit, so I need to convert the models to USDZ formats. I used this approach (How to easily create AR content for iPhone using Unity), but the result was not as expected. Converted models do not display correctly, and animation on objects does not appear in their converted files. It was also noticed that objects made using the Unity particle system (e.g., confetti) were not converted using this approach.
I also tried to convert by selecting the ‘Export selected as USDZ’ menu from Unity’s main menu bar, but nothing worked. So is there any effective way to convert the unity models, including the particle systems, to USDZ?
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Hello Dev Community,
I've been thinking over Apple's preference for USDZ for AR and 3D content, especially when there's the widely used GLTF. I'm keen to discuss and hear your insights on this choice.
USDZ, backed by Apple, has seen a surge in the AR community. It boasts advantages like compactness, animation support, and ARKit compatibility. In contrast, GLTF too is a popular format with its own merits, like being an open standard and offering flexibility.
Here are some of my questions toward the use of USDZ:
Why did Apple choose USDZ over other 3D file formats like GLTF?
What benefits does USDZ bring to Apple's AR and 3D content ecosystem?
Are there any limitations of USDZ compared to other file formats?
Could factors like compatibility, security, or integration ease have influenced Apple's decision?
I would love to hear your thoughts on this. Feel free to share any experiences with USDZ or other 3D file formats within Apple's ecosystem!
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I heard that draco compression is supported by usd in the form of a plug-in.
What I'm curious about is whether the zip archived file in usdz format after draco compression is normally decoded on the apple platform?
If anyone has any knowledge regarding this, please reply.
Thank you
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Is there support for using multiple UV channels in AR QuickLook in iOS17?
One important use case would be to put a tiling texture in an overlapping tiling UV set while mapping Ambient Occlusion to a separate unwrapped non-overlapping UV set. This is very important to author 3D content combining high-resolution surface detail and high-quality Ambient Occlusion data while keeping file size to a minimum.
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There's a discussion on r/visionosdev on reddit.com about how to fake recording a vPro recording for later playback:
https://www.reddit.com/r/visionosdev/comments/149dcc4/spatial_video_formatrequirements/
The idea so far is to use two iPhone cameras roughly eye-distance apart to capture stereo video + lidar data. What else can be done to try to provide enough data for some future "stitching"/conversion software to bring a pre-vPro video into vOS?
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For some reason when i double click the USD.command tool terminal responds with "/Applications/usdpython/USD.command ; exit;"
Anyone know why "; exit;" is being appended to the end and quitting?
This is a fresh install and Ive never had this happen before, very very frustrating.
Just spent the last 2 hours trying to adjust my PYTHONPATH etc etc and to get this thing working urggghhh.
zsh is linking to python3.8.3.
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Just getting familiar with XCode. Using Reality Composer a lot now. Ready to try coding along with with Reality Composer.
Saw this demo (see link below), but I don't want to use a web server to retrieve banner information, I would prefer to embed this information directly into the USDZ file to be read with AR Quick Look.
**Two questions: **
How can you get a banner like this when you open an USDZ file and edit the banner information directly (within the file itself) without using a URL?
In place of the call to action button (for Apple Pay) in the demo below, I'd like to use that button to either call a phone number, send a text, or go to a web URL.
Link to Apple's example with Apple Pay (see custom examples section, like for the kids' slide example on that page).
https://developer.apple.com/augmented-reality/quick-look/
Scraps are welcome, hungry to learn.
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Hello,
I'm a novice developer for iOS using SwiftUI. I want to create a way for users of my app to upload 3D models onto their account and dynamically load them into a scene upon selecting it from their library of saved 3D models. Is there a way to do this?
I'm aware of the pass-through method, but this requires having models installed into the build of the app before launching it. Can someone help or point me in the right direction?
Thank you!
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I am writing to report an issue that I have been encountering while developing an iOS game using SceneKit. In my application, I have programmatically added various animations to my scene, which include position, blend shape, and rotation animations.
When I attempt to export the scene to a "USD" type file, the export process fails. The error that I receive is as follows:
2 SceneKit 0x1b19d3528 USDKitConverter::processBlendShapeAnimation(USKNode*, CAAnimation*, std::__1::vector<double, std::__1::allocator<double>>&, std::__1::vector<std::__1::vector<float, std::__1::allocator<float>>, std::__1::allocator<std::__1::vector<float, std::__1::allocator<float>>>>&) + 484
Given the nature of the error, I suspect there may be an issue with SceneKit's handling of blend shape animations when converting to USD.
As a test, I removed the blend shape animations, keeping only the position animations, and attempted to export again. The export process succeeded, however, when I tried to play the resulting USD file, none of the animations were present.
Furthermore, I attempted a workaround by first exporting to an SCN file, which also succeeded. However, when I then tried to open this SCN file with SceneEditor and export it to USD using the application's menu, Xcode crashed.
I am reaching out to request assistance in resolving this issue, or if this is indeed a bug, to bring it to your attention for further investigation. Please let me know if you require any additional information from my end.
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Hello,
I've been working on an AR project where I need to display a stepped animation in AR Quick Look. I've created the animation in my 3D modeling software and exported it as a USDZ file. The animation is designed to move in distinct steps, but when I preview it in AR Quick Look, it appears to be interpolating between frames, resulting in a smooth animation instead of the stepped one I created.
Has anyone else encountered this issue? Is there a way to control the animation playback in AR Quick Look to make it stepped rather than smooth? Any tips, workarounds, or guidance would be greatly appreciated.
Thanks in advance for your help!
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Hi,
Suppose I have a table model imported from usdz with initially something like a "wood" material. When clicking on a button, I want the table to take a "marble" material.
I only know how I can load the entity along with its assigned material from a usd file, but I want to load all the different materials, store them somewhere and be able to assign the materials dynamically when a button is clicked. Is there a way to do that?
Thanks