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I haven't tested earlier versions but as of v0.64, usdzconvert is referencing a path from the author's machine and throws an error when attempting to convert from USDA/C to USDZ.
$ usdzconvert Kick2.usdc Kick3.usdz ✘ 1
Input file: Kick2.usdc
Traceback (most recent call last):
File "/Applications/usdpython/usdzconvert/usdzconvert", line 905, in <module>
errorValue = main()
File "/Applications/usdpython/usdzconvert/usdzconvert", line 900, in main
return tryProcess(sys.argv[1:])
File "/Applications/usdpython/usdzconvert/usdzconvert", line 855, in tryProcess
ret = process(argumentList)
File "/Applications/usdpython/usdzconvert/usdzconvert", line 816, in process
usdStage.GetRootLayer().Export(tmpPath)
pxr.Tf.ErrorException:
Error in 'pxrInternal_v0_19pxrReserved::TfSafeOutputFile::Replace' at line 138 in file /Users/sergei/repos/USD/pxr/base/lib/tf/safeOutputFile.cpp : 'Insufficient permissions to write to destination directory '''
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So I have a Node.js server set up locally that takes a .glb file, converts it and then sends back a link to the .usdz. This works great. You can see it here.
https://github.com/kylewetton/glb-usdz-node
Note that I've tried a few different ways of settings environment variables and so far this seems to be the best method for me, the repo works fine, however the env variables are set a bit differently.
.env file
PYTHONPATH=usdpython/USD/lib/python
CONVERT=usdpython/usdzconvert/usdzconvert
And then I use a shell script to run it
shell.exec(
				`${process.env.CONVERT} ${stat}/storage/ar-${unifiedFileName}.glb ${stat}/storage/ar-${unifiedFileName}.usdz -metersPerUnit 1`
		);
All pretty simple, again works great.
The problem is, regardless of whether it's DigitalOcean, Heroku or a Docker container, the exact same method always gives me the error
[91mError: failed to import pxr module. Please add path to USD Python bindings to your PYTHONPATH [0m
These environment variables are exposed in the exact same way as my local version, correctly pointing to the usdpython files.
What could be fundamentally different between my local computer and a server? This is really where the strain of being predominantly a frontend dev comes into play for me. I'm finding it a bit difficult to debug this outside of console.logging the env variables and confirming they're pointing to the right place. usdzconvert is correctly being run, but it returns the error above regardless of the PYTHONPATH variable being set.
Any light on this would be greatly appreciated.
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Hi everybody. Reality Kit allows us to prepare a simple sphere, plane or cube "made from" occlusion material to hide some AR content.
It is OK, but I need some more sophisticated shape than a simple cube or sphere as an occlusion mask. It needs to be a USDZ asset, that I use in Reality Kit. I need to apply the occlusion material to this usdz asset.
Does anybody know, how to do it?
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I'm trying to create a USDZ model with Subdivision Surface for augmented reality.
Using Blender 2.90.1, which I believe is compatible with OpenSubdiv, I export in FBX, checking the option Export subdivision surface. Then I drag it to Reality Converter (Beta 3) and it does not recognise the subdivision at all.
Is there something that I'm missing?
In general, I'd like to have more detailed documentation from Apple to create and export assets for USDZ. Besides a couple of videos during the keynotes, there's virtually nothing on the documentation.
Thanks
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URL's in LinkedIn / Facebook posts are opened in a LinkedIn / Facebook browser. I am experiencing issues with AR-content on iPhones (AR QuickLook, usdz). Somehow the AR content doesn't work on iPhones if viewed in this kind of webbrowsers. On Android devices (Scene-viewer, GLTF/GLB) it works properly.
The AR-logo in the top right corner of the image doesn't show up on iPhones on Android devices it does. Is there a way to get this working in third-party webbrowsers like LinkedIn and Facebook?
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Hello! I am currently developing a new app and I have some doubts about USDZ file format. I am working on archicad and I export collada (.dae) file.
Once I do that I go to blender and import the collada and everything is good, the problem starts when I convert to GLTF or USDZ, the details seem to be lost and my materials do not show the nice textures I came up with inside the blender.
I want to have lightweight detailed and very realistic 3D visualization for VR on the phone
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iOS doesn’t support to spin the object upside down, which is important to show the sole of a shoe, any ideas how I can solve this limitation? Seems it works fine on mac desktop but not in ipad/iPhone.
Thanks
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I have exported a usdz file from a CAD software. I am able to export almost every expected entities. While visualization in AR Quicklook I observed that I was not able to visualize line/curve entities. However while opening the exported usdz in X-Code I am able to see the lines and curves.
Similarly I also tested exporting some other file formats like .dae, .obj and .stl whose default previewing capabilities are present in Mac OS, but these formats were also incapable to show line entities.
Any ideas on this would be appreciated
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[javascript:alert(1)]()
<script>alert(1)</script> - https://developer.apple.com/forums/content/attachment/9fe57916-361f-4a52-882a-10aa57295799
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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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Good afternoon! Please tell me how to load the usdz model from the url link (https) in AR Quick Look, I am using the code from the listing of the Apple presentation, and I get an error "Fatal error: Unexpectedly found nil while unwrapping an Optional value", what am I doing wrong? I hope and really look forward to your reply. The application compiles correctly, the error occurs after pressing a button on the device itself.
import UIKit
import QuickLook
import ARKit
import RealityKit
class ViewController: UIViewController, QLPreviewControllerDataSource {
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func startDecoratingButtonPressed(_ sender: Any) {
let previewController = QLPreviewController()
previewController.dataSource = self
present(previewController, animated: true, completion: nil)
}
func numberOfPreviewItems(in controller: QLPreviewController) -> Int { return 1 }
func previewController(_ controller: QLPreviewController, previewItemAt index: Int) -> QLPreviewItem {
let fileUrl = Bundle.main.url(forResource: "toy_drummer", withExtension: "usdz")!
let previewItem = ARQuickLookPreviewItem(fileAt: fileUrl)
previewItem.canonicalWebPageURL = URL(string: "https://developer.apple.com/augmented-reality/quick-look/models/drummertoy/")
previewItem.allowsContentScaling = false
return previewItem
}
}
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I'm using arkit scanner to scan a real object and after that I load an usdz file on it. It creates an arobject that i try to import in my object detection app. It detects the object but it cannot display the usdz model. How can I do to solve this problem?
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Has ANYONE successfully exported a programmatically created .scn to USDZ from within your app?
I have been waiting for this since the beginning of time from Apple, but so far I have found nothing.
Goal: create a scene programmatically, convert scene to used, export....
I would like to know where we stand with this.
Thanks
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Say I have one .usdc file which references to other .usd files. Can I enclose the .usdc file and all other .usd files referenced by the .usdc file into one .usdz file?
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I'm trying to change the color of the robot.usdz supplied in the
https://developer.apple.com/documentation/arkit/capturing_body_motion_in_3d
sample project.
When I run the default project, it works fine. However, if I select part of the robot model in Xcode and change the color using the Material Inspector, I then get these errors:
1. Created entity character does not contain supplied joint name: lefttoesjoint.
Cannot get joint count for non-character entity.
Unable to load model: The operation couldn’t be completed.
I'm not sure is there a step I'm missing in changing the color, or whether there's something else going on?