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Hi,
So I created a scene in Reality Composer but when trying to export to USDZ, all of the animations, audio and interactions work, but the textures have been completely changed... (Map should be green, for example)
Everything looks fine in Reality Composer
Unfortunately, exporting as a .reality file isnt an option in this project.
Could I get some insight into this please? Thank you
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Dear community,
I downloaded the USDPython 0.64 Package for my macOS Big Sur 11 on my new Mac book pro with M1 (13inc).
After installing it the .pkg ( that is a modelio) I open the folder in my Applications folder and I double click on the usd.command.
I am on .zsh and I did .zshrc and inserted my filepath
in my case are
export PATH=$PATH:/Users/<myusername>/Applications/usdpython/USD
export PYTHONPATH=$PYTHONPATH:/Users/<myusername>/Applications/usdpython/USD/lib/python
export PATH=$PATH:/Users/<myusername>/Applications/usdpython/usdzconvert
are these correct?
I am not sure if that Machintosh HD should be /Users/<myusername>
I keep getting the
Error: failed to import pxr module. Please add path to USD Python bindings to your PYTHONPATH
Any help would be much appreciated
Does Apple have any documentation on using Reality Converter to convert FBX to USDZ on an M1 Max?
I'm trying to convert an .fbx file to USDZ with Apple's Reality Converter on an M1 Mac (macOS 12.3 Beta), but everything I've tried so far has failed.
When I try to convert .fbx files on my Intel-based iMac Pro, it succeeds.
Following some advice on these forums, I tried to install all packages from Autodesk
https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2020-0
FBX SDK 2020.0.1 Clang
FBX Python SDK Mac
FBX SDK 2020.0.1 Python Mac
FBX Extensions SDK 2020.0.1 Mac
Still no joy.
I have a work around - I still have my Intel-based iMac. But I'd like to switch over to my M1 Mac for all my development.
Any pointers?
Note: I couldn't get the usdzconvert command line tool to work on my M1 Mac either. /usr/bin/python isn't there.
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Hello, My problem is that I would like to have the first screen (the screen right before entering AR) removed from the AR Quick look. I want it to where when I open the USDZ, it goes straight into AR, and not show the screen before it, similar to how Apple does it when you want to view their iPhone 13 pro in AR.
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I want to remove unnecessary materials or textures in order to reduce the size of the USDZ model I have. How can I manipulate this model with swift?
or, I can try any advice to reduce the size of the USDZ model
How can I crop a 3D model as seen in the photos? Should I use MetalKit or can I handle it with sceneKit and modelIO? I couldn't find any code examples on this topic. Can you share the code snippet
Before:
[https://i.stack.imgur.com/yDXXF.jpg)
After:
[https://i.stack.imgur.com/m9ryg.jpg)
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Is there any way to download apple product models in .usdz directly from apple website?
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I am using scene.write(to:"dirpath\name.usdz") to get usdz export functionality into my app (universal, macOS & iOS). My problem is, it ceases to work after the first use, quitting & restarting the app is the only way to re-enable it. I have tried reusing the same scene, and instantiating a new scene (both ways with the exact same node structure), same results every time: first invocation writes a file of ~14MB, any calls after that write 1.5-2k of garbage. I use a unique filename for each write, and check to make sure it doesn't already exist.
Any ideas?
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I've been watching a 2019 Developer Video "Building Apps with RealityKit" and working along with it. It shows how to create a custom entity. It shows how to load entities from .usd files. How do you either load a custom entity, convert an Entity to a custom entity, or maybe move model hierarchy from an Entity to a custom entity? I assume there's a way to do this.
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Hi, I'm using the provided CaptureSample together with HelloPhotogrammetry to create a 3D model.
Although I am making sure that there are depth images within the folder (TIF) - after building the model, the model size is tiny.
How can I make sure that the model is built in the real world size? or - how can i resize the model to real world size?
Thanks.
Can I take photos from an android device or any camera instead of an ipad or iphone while using the Object Capture API? What negative side effects can it have.
Note: I'm asking this question because I noticed that the size of the usdz model has grown too much in my experiments. (For example 200mb instead of 20mb)
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Hello, I have a gltf file, which I am converting to usdz using threejs online editor.
The file is a sofa model, with all its maps baked to complete UV except diffuse fabric map which is tileable to emulate a fabric cloth.
So the fabric map has to use an increased scale of 17 so it tiles properly, but the other maps dont need tiling and work on the 1scale value.
The problem I am facing is that the Quicklook uses scale of diffuse fabric map and applies on all others as well, distorting the look.
how can I control this?
i am a windows user.
thanks
I am fairly new to ios development, and i have a rather simple question (i guess):
I exported an FBX model from blender with attached child elements (some empty axis). I need those transforms for a certain purpose in my app. However, they won't show up when im placing my model entity in the AR Scene and try to access it's child elements. However, they are showing up in the preview view in xcode when i click on the model file.
Can someone please explain why this is and how I can access them? Would be lovely. Thanks for your help in advance!
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I used to use usdzconvert to convert my .obj files to .usdz (adding the materials via command line parameters).
usdzconvert however is written in python 2, which is no longer supported in macos x 10.12.
Consequently after the latest update, I can't convert obj files to usdz anymore via command line and have to use the Reality Converter instead.
Does anybody happen to know of other ways how to convert .obj files to .usdz using the command line?
Thanks,
Christoph
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Hello friends,
Im using Terminal to convert .glb file to .usdz file with USDPython-0.65 which I download from Apple developer website.
I was using usd command properly since yesterday.
Im getting this errors.
https://ibb.co/PDmB3qn
Anybody having this trouble too?
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I am trying to build a website where I would like to render the USDZ 3D model on the browser without the AR feature. The user should be able to interact with the 3D model using a pointing device (mouse). If the user wants to see the 3D model in AR she/he can do so by loading the page on a compatible device where the 3D model can be projected in AR.
I am looking for an answer to how to display the USDZ 3D model on the browser without the AR feature.
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Nevermind, will be using https://github.com/Shopify/screenshot-glb
Hi,
I have a problem with scaling objects. In my 3D software I have objects that scale to zero within an animation. So in the 3d software they are not visible anymore. When I export the animated geometries as fbx, load them into RealityComposer and play the animation, the objects no longer scale to zero, they just become very small. But they are still visible.
Does anyone also have this problem and does anyone know a solution?
Thanks
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Xcode:13.1
iOS:15.1
USDZ:https://sketchfab.com/3d-models/spartan-armour-mkv-halo-reach-57070b2fd9ff472c8988e76d8c5cbe66
The animation can be played in iOS14, but after I update to iOS15, the animation cannot be played.
Thanks
import UIKit
import ARKit
import RealityKit
import Combine
class ViewController: UIViewController {
@IBOutlet var arView: ARView!
var rootAnchor: AnchorEntity!
override func viewDidLoad() {
super.viewDidLoad()
rootAnchor = AnchorEntity(plane: .horizontal)
arView.scene.addAnchor(rootAnchor)
var cancellable: AnyCancellable? = nil
cancellable = Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Spartan_Armour_MKV_-_Halo_Reach", withExtension: "usdz")!)
.sink(receiveCompletion: { error in
DispatchQueue.main.async {
cancellable?.cancel()
cancellable = nil
}
}, receiveValue: { [weak self] ey in
guard let self = self else { return }
self.rootAnchor.addChild(ey)
ey.availableAnimations.forEach {
ey.playAnimation($0.repeat())
}
DispatchQueue.main.async {
cancellable?.cancel()
cancellable = nil
}
})
}
}
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Hi everyone,
is there a way to convert programmatically a RealityKit ModelEntity in a Collada format (.dae) or better glTF?
I'm able to find converter COLLADA -> GLTF but not USDZ -> GLTF and using Photogrammetry the only possible output is USDZ, but it's not globally available.
Thanks a lot, any input is welcome.
Regards,
Mirko