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

Posts under USDZ tag

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Error when uploading a GLB file in Reality Converter
Hello, We used Reality Converter since Jan. 2021 without any issue. Today we wanted to convert a .GLB file to .USDZ but we had an unexpected error message "USDZ conversion failure". We tried other .GLB files but the error remain. Here is a link to a public .GLB that cause the issue : https://modelviewer.dev/shared-assets/models/Astronaut.glb See the error below. Could you fix this error as quickly as possible ? Best regards,
1
1
1.3k
Feb ’23
Importing RoomPlan output into Blender
I'm sharing this in case someone else wants to use Apple's RoomPlan to create a model and import it into Blender. The problem: I could not successfully import a USDZ model from the RoomPlan app into Blender. (I went through the normal process of importing a USDZ file into Blender: change the file type from ".usdz" to ".zip"; unzipped the file; then tried to import the ".usda" file). No surfaces appeared. The solution: In Apple's source code from here, in the file RoomCaptureViewController.swift, I changed the line try finalResults?.export(to: destinationURL, exportOptions: .parametric) to try finalResults?.export(to: destinationURL, exportOptions: .mesh) recompiled, and went through the USDZ to USDA conversion process again. This time it worked. Apparently Blender cannot import parametric USDA models.
0
0
1.8k
Jan ’23
Reality Converter USDZ transparency not working properly
I'm trying to convert a model from Blender to USDZ, and I am having trouble getting alpha map to show transparency properly on the hair and eyelashes. As you can see, the hair becomes too transparent with a white sheen over the surface. It is not just the hair, but also eyelashes and hair piece are more transparent than they intent to be. I have tried using different file format for the opacity map, but it seems Reality Converter can only read png or jpeg. I have also tried using a diffuse map that is transparent (pre-multiplied?) png, and it also doesn't work.
3
0
3.2k
Jan ’23
Web AR Trouble Shooting
Hi there i was wondering if any body can help? I have webview within my app, in the view port of the webview is a button that activiates WebAR. I am trying to activate the WebAR via a button on an external website. When the button is pressed i get the following the content is hosted on s3 AWS with all permissions granted, how ever i still get this return. Has anyone come across the before, able to help etc?
0
0
790
Dec ’22
Reality Composer USDZ Export wrong colors
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
8
0
2.8k
Dec ’22
Animation not working using .reality
Hello everyone , i am working on Quick look project using model-viewer. I am trying to play USDZ animation using tap behavior using reality composer and its look good in composer. once export and play on click animation not working. Any trick or hack for this? You can test here what i want. https://ti-hardikshah.github.io/UsExpo/index.html
2
0
1.8k
Dec ’22
preview USDZ without the need to use a static image
Please Refer to: https://webkit.org/blog/8421/viewing-augmented-reality-assets-in-safari-for-ios/ In the "Linking to USDZ" section you can read that once the content is served with the correct MIME-type, you can link to USDZ content in the normal manner, e.g: <a href="https://webkit.org/demos/ar/heart.usdz">https://webkit.org/demos/ar/heart.usdz</a> https://webkit.org/demos/ar/heart.usdz When you tap that link, Safari on iOS navigates to a NEW page that shows a static thumbnail of the 3D asset: this thumbnail is a render of the usdz that is computed on the fly (we are not passing a img placeholder like in the other method mentioned on that page). What I want is to see this preview without the need to click the link, so, somehow to force the link execution and stream back to the original page (such as this forum post) the rendered thumbnail. Basically Apple offers two methods: page 1: a text link is presented --> click --> go to page 2 where asset thumbnail is rendered --> click --> enter AR mode page 1: a static pre-rendered image is presented as a link --> click image --> go to ar mode (no page 2 needed in this case) We need to combine these methods: In page 1 you see an on-the-fly rendered preview (no pre-rendered static image) that is also a link, click --> go to ar view. What I am saying is that the necessity of a pre-rendered static image is an unnecessary complication since the browser can obviously render this in method 1. Paolo
0
0
1k
Nov ’22
Playing USDZ skeletal animation in RealityKit from a separate file
I am trying to play a specific skeletal animation on my 3D object (loaded from a USDZ file). The animation file is also in format of USDZ. I tried the following: Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Character", withExtension: "usdz")!) .append(Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Animation", withExtension: "usdz")!)) .collect() .sink(receiveCompletion: { if case .failure(let error) = $0 { print(error) } }, receiveValue: { data in let character = data[0] self.anchorEntity?.addChild(character) DispatchQueue.main.asyncAfter(deadline: .now() + 5) { let animationEntity = data[1] animationEntity.transform.matrix = character.transform.matrix if let animation = animationEntity.availableAnimations.first { character.playAnimation(animation, startsPaused: false) } } }) .store(in: &self.cancellables) I am seeing these in the console: [Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.Elbow_R_bnd.Transform.transform [Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.ShoulderPart1_R_bnd.Transform.transform [Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.ShoulderPart2_R_bnd.Transform.transform ... It seems that the transform is different between the animation file joints/nodes and the character ones. Is there any way to fix this in code? If not, how I can make it work? I am receiving the animation as FBX file and then I am converting it into gtlf using the fbx2gltf tool, then I am converting the gltf into usdz using usdzconvert. let task = Process() task.executableURL = Self.fbx2gltfBinURL task.arguments = [ "-i", url.path, "-o", temporaryURL.path, "-b", "--blend-shape-normals", "--blend-shape-tangents", "--fbx-temp-dir", temporaryDirectory.path, ] try task.run()
0
0
1.1k
Nov ’22
Convert Alembic(.abc) file into .usdz
I'm using usdzconvert command to make this happen. I get this error. I tried obj file, that converts fine to usdz Input file: cube.abc Traceback (most recent call last):  File "/Applications/usdpython/usdzconvert/usdzconvert", line 859, in   errorValue = main()  File "/Applications/usdpython/usdzconvert/usdzconvert", line 854, in main   return tryProcess(sys.argv[1:])  File "/Applications/usdpython/usdzconvert/usdzconvert", line 809, in tryProcess   ret = process(argumentList)  File "/Applications/usdpython/usdzconvert/usdzconvert", line 665, in process   usdStage = Usd.Stage.Open(srcPath) pxr.Tf.ErrorException:  Error in 'pxrInternal_v0_22__pxrReserved__::SdfLayer::OpenLayerAndUnlockRegistry' at line 3257 in file /Users/sergei/repos/USD/pxr/usd/sdf/layer.cpp : 'Cannot determine file format for @cube.abc:SDF_FORMAT_ARGS:target=usd@' Error in 'pxrInternal_v0_22__pxrReserved_::UsdStage::Open' at line 879 in file /Users/sergei/repos/USD/pxr/usd/usd/stage.cpp : 'Failed to open layer @cube.abc@'
0
0
1.1k
Nov ’22
USDZ Meter Scale Issue
I have two USDZ files, the Cube one was created using Blender and has a size of 10cm, the RetroTV one was provided by apple in the AR Quicklook Gallery. The issue is that after loading them the TV shows to scale, but the cube is too small to be seen. From what I had understood, and seen in the WWDC talks, the unit of measurement in RealityKit is the meter, so in the case of the Cube 0.1 meters is 10 cm. But that means that the tv is supposed to be 84m in width, and that can't be right, specially if the model is coming directly from Apple. I also tried converting both to USDA and both of them have metersPerUnit = 1. The only way I could find to make it work is after loading the square entity into RealityKit I can then change the scale to [1, 1, 1], but if I do the same to the TV it becomes huge. What am I missing in here, what's wrong?
1
0
2.1k
Nov ’22
Type 'PhotogrammetrySession' has no member 'isSupported'
I am trying the new Photogrammetry command line sample code provided by Apple from this link and ended with the error Type 'PhotogrammetrySession' has no member 'isSupported' The documentation given here included with the member boolean. Specs are below: macOS Monterey 12.5 Macbook pro 2021 M1 Max Memory 32 GB Xcode Version 13.4.1 (13F100) Any help would be appreciated !
5
0
1.6k
Oct ’22
Add haptic feedback to Reality Composer experience or to a USDZ?
Is it possible to add haptic feedback to a USDZ in Reality Composer? For example, if I want a phone to single-tap after knocking over a 3D model of a block in augmented reality, is that possible to do, and if so, how? If this is not possible to do within Reality Composer, is it possible to add haptic feedback to a USDZ in some other way? For example, if I have a USDZ model of a button in augmented reality view, can I have the phone single-tap when the button model is pushed? If so, how can I accomplish this? Thanks in advance for your help!
0
0
966
Oct ’22
I'm stuck with an issue with the animation of the AR usdz file.
hi I am working on AR development. Development is progressing using https://github.com/ProjectDent/ARKit-CoreLocation, and development is progressing to some extent. (using ARSCNView) In the process, we were using a file with animations using usdz, but there was a problem that the animations were working abnormally. The example usdz provided by Apple works normally, but there is a problem in the usdz that is created and used separately. If you use usdz as the default app provided by Apple, it works normally again. Do I have to do something when creating the 3d file to make it work like the usdz animation provided by Apple? We are stuck on these issues and are constantly looking for information. I hope you get some help here.
0
0
706
Oct ’22
Multiple PhotogrammetrySession running at the same time
I've been trying to run multiple photogrammetry sessions in parallel in different threads but I keep getting this error [Photogrammetry] queueNextProcessingBatchIfNeeded(): Already running a job... not starting new one. This happens even though the session.isProcessing returns false. Is there someone out there that can help with this issue please ? Thanks a lot
6
0
1.4k
Sep ’22
Older iPhone 8 USDZ trouble
I am converting GLB to USDZ using the Python tools. The models look good on newer iOS devices and my M1 Macbook, but viewing on my iPhone 8 some of the geometry is transparent or has bad normals. Is this a typical problem with the older hardware? Are there any workarounds?
Replies
4
Boosts
0
Views
982
Activity
Feb ’23
capturing body motion in 3d occlusion material
Hi there. My question is about adding occlusion material to imported usdz file that using in capture body motion in 3d sample. How can ı do that?
Replies
0
Boosts
0
Views
607
Activity
Feb ’23
Error when uploading a GLB file in Reality Converter
Hello, We used Reality Converter since Jan. 2021 without any issue. Today we wanted to convert a .GLB file to .USDZ but we had an unexpected error message "USDZ conversion failure". We tried other .GLB files but the error remain. Here is a link to a public .GLB that cause the issue : https://modelviewer.dev/shared-assets/models/Astronaut.glb See the error below. Could you fix this error as quickly as possible ? Best regards,
Replies
1
Boosts
1
Views
1.3k
Activity
Feb ’23
Importing RoomPlan output into Blender
I'm sharing this in case someone else wants to use Apple's RoomPlan to create a model and import it into Blender. The problem: I could not successfully import a USDZ model from the RoomPlan app into Blender. (I went through the normal process of importing a USDZ file into Blender: change the file type from ".usdz" to ".zip"; unzipped the file; then tried to import the ".usda" file). No surfaces appeared. The solution: In Apple's source code from here, in the file RoomCaptureViewController.swift, I changed the line try finalResults?.export(to: destinationURL, exportOptions: .parametric) to try finalResults?.export(to: destinationURL, exportOptions: .mesh) recompiled, and went through the USDZ to USDA conversion process again. This time it worked. Apparently Blender cannot import parametric USDA models.
Replies
0
Boosts
0
Views
1.8k
Activity
Jan ’23
Reality Converter is having trouble converting this glb file of mine.
[https://aaronwoods.info/blood-v1.glb) I've tried everything. I think it might be because I compressed it with a tool from this site, https://gltf.report/. But i need the usdz file as well, and i need that file to also be small.
Replies
0
Boosts
0
Views
906
Activity
Jan ’23
Reality Converter USDZ transparency not working properly
I'm trying to convert a model from Blender to USDZ, and I am having trouble getting alpha map to show transparency properly on the hair and eyelashes. As you can see, the hair becomes too transparent with a white sheen over the surface. It is not just the hair, but also eyelashes and hair piece are more transparent than they intent to be. I have tried using different file format for the opacity map, but it seems Reality Converter can only read png or jpeg. I have also tried using a diffuse map that is transparent (pre-multiplied?) png, and it also doesn't work.
Replies
3
Boosts
0
Views
3.2k
Activity
Jan ’23
Web AR Trouble Shooting
Hi there i was wondering if any body can help? I have webview within my app, in the view port of the webview is a button that activiates WebAR. I am trying to activate the WebAR via a button on an external website. When the button is pressed i get the following the content is hosted on s3 AWS with all permissions granted, how ever i still get this return. Has anyone come across the before, able to help etc?
Replies
0
Boosts
0
Views
790
Activity
Dec ’22
Reality Composer USDZ Export wrong colors
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
Replies
8
Boosts
0
Views
2.8k
Activity
Dec ’22
Animation not working using .reality
Hello everyone , i am working on Quick look project using model-viewer. I am trying to play USDZ animation using tap behavior using reality composer and its look good in composer. once export and play on click animation not working. Any trick or hack for this? You can test here what i want. https://ti-hardikshah.github.io/UsExpo/index.html
Replies
2
Boosts
0
Views
1.8k
Activity
Dec ’22
preview USDZ without the need to use a static image
Please Refer to: https://webkit.org/blog/8421/viewing-augmented-reality-assets-in-safari-for-ios/ In the "Linking to USDZ" section you can read that once the content is served with the correct MIME-type, you can link to USDZ content in the normal manner, e.g: <a href="https://webkit.org/demos/ar/heart.usdz">https://webkit.org/demos/ar/heart.usdz</a> https://webkit.org/demos/ar/heart.usdz When you tap that link, Safari on iOS navigates to a NEW page that shows a static thumbnail of the 3D asset: this thumbnail is a render of the usdz that is computed on the fly (we are not passing a img placeholder like in the other method mentioned on that page). What I want is to see this preview without the need to click the link, so, somehow to force the link execution and stream back to the original page (such as this forum post) the rendered thumbnail. Basically Apple offers two methods: page 1: a text link is presented --> click --> go to page 2 where asset thumbnail is rendered --> click --> enter AR mode page 1: a static pre-rendered image is presented as a link --> click image --> go to ar mode (no page 2 needed in this case) We need to combine these methods: In page 1 you see an on-the-fly rendered preview (no pre-rendered static image) that is also a link, click --> go to ar view. What I am saying is that the necessity of a pre-rendered static image is an unnecessary complication since the browser can obviously render this in method 1. Paolo
Replies
0
Boosts
0
Views
1k
Activity
Nov ’22
Playing USDZ skeletal animation in RealityKit from a separate file
I am trying to play a specific skeletal animation on my 3D object (loaded from a USDZ file). The animation file is also in format of USDZ. I tried the following: Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Character", withExtension: "usdz")!) .append(Entity.loadAsync(contentsOf: Bundle.main.url(forResource: "Animation", withExtension: "usdz")!)) .collect() .sink(receiveCompletion: { if case .failure(let error) = $0 { print(error) } }, receiveValue: { data in let character = data[0] self.anchorEntity?.addChild(character) DispatchQueue.main.asyncAfter(deadline: .now() + 5) { let animationEntity = data[1] animationEntity.transform.matrix = character.transform.matrix if let animation = animationEntity.availableAnimations.first { character.playAnimation(animation, startsPaused: false) } } }) .store(in: &self.cancellables) I am seeing these in the console: [Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.Elbow_R_bnd.Transform.transform [Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.ShoulderPart1_R_bnd.Transform.transform [Animation] Invalid bind path: Ann_Body_anim_Neutral.RootNode.root.Root_M_bnd.Spine1_M_bnd.Spine2_M_bnd.Spine3_M_bnd.Chest_M_bnd.Scapula_R_bnd.Shoulder_R_bnd.ShoulderPart2_R_bnd.Transform.transform ... It seems that the transform is different between the animation file joints/nodes and the character ones. Is there any way to fix this in code? If not, how I can make it work? I am receiving the animation as FBX file and then I am converting it into gtlf using the fbx2gltf tool, then I am converting the gltf into usdz using usdzconvert. let task = Process() task.executableURL = Self.fbx2gltfBinURL task.arguments = [ "-i", url.path, "-o", temporaryURL.path, "-b", "--blend-shape-normals", "--blend-shape-tangents", "--fbx-temp-dir", temporaryDirectory.path, ] try task.run()
Replies
0
Boosts
0
Views
1.1k
Activity
Nov ’22
Convert Alembic(.abc) file into .usdz
I'm using usdzconvert command to make this happen. I get this error. I tried obj file, that converts fine to usdz Input file: cube.abc Traceback (most recent call last):  File "/Applications/usdpython/usdzconvert/usdzconvert", line 859, in   errorValue = main()  File "/Applications/usdpython/usdzconvert/usdzconvert", line 854, in main   return tryProcess(sys.argv[1:])  File "/Applications/usdpython/usdzconvert/usdzconvert", line 809, in tryProcess   ret = process(argumentList)  File "/Applications/usdpython/usdzconvert/usdzconvert", line 665, in process   usdStage = Usd.Stage.Open(srcPath) pxr.Tf.ErrorException:  Error in 'pxrInternal_v0_22__pxrReserved__::SdfLayer::OpenLayerAndUnlockRegistry' at line 3257 in file /Users/sergei/repos/USD/pxr/usd/sdf/layer.cpp : 'Cannot determine file format for @cube.abc:SDF_FORMAT_ARGS:target=usd@' Error in 'pxrInternal_v0_22__pxrReserved_::UsdStage::Open' at line 879 in file /Users/sergei/repos/USD/pxr/usd/usd/stage.cpp : 'Failed to open layer @cube.abc@'
Replies
0
Boosts
0
Views
1.1k
Activity
Nov ’22
USDZ Meter Scale Issue
I have two USDZ files, the Cube one was created using Blender and has a size of 10cm, the RetroTV one was provided by apple in the AR Quicklook Gallery. The issue is that after loading them the TV shows to scale, but the cube is too small to be seen. From what I had understood, and seen in the WWDC talks, the unit of measurement in RealityKit is the meter, so in the case of the Cube 0.1 meters is 10 cm. But that means that the tv is supposed to be 84m in width, and that can't be right, specially if the model is coming directly from Apple. I also tried converting both to USDA and both of them have metersPerUnit = 1. The only way I could find to make it work is after loading the square entity into RealityKit I can then change the scale to [1, 1, 1], but if I do the same to the TV it becomes huge. What am I missing in here, what's wrong?
Replies
1
Boosts
0
Views
2.1k
Activity
Nov ’22
Type 'PhotogrammetrySession' has no member 'isSupported'
I am trying the new Photogrammetry command line sample code provided by Apple from this link and ended with the error Type 'PhotogrammetrySession' has no member 'isSupported' The documentation given here included with the member boolean. Specs are below: macOS Monterey 12.5 Macbook pro 2021 M1 Max Memory 32 GB Xcode Version 13.4.1 (13F100) Any help would be appreciated !
Replies
5
Boosts
0
Views
1.6k
Activity
Oct ’22
GLTF Textures not working
Hi, I,m trying to open a gltf file in Reality Converter and the textures maps like this: When I import as fbx the texture mapping is right. (but unfortunately the model get bad) Any one who gives a clue what's going on?
Replies
0
Boosts
0
Views
1.4k
Activity
Oct ’22
"FBX SDK IS MISSING" Reality Converter
Hi, I've downloaded these things but I can't seem to import FBX file to reality converter FBX SDK 2020.2.1 Clang (Universal Binary) FBX SDK 2020.2.1 Python FBX SDK 2020.3.1 Python Bindings I'm using MacBook m1 pro
Replies
2
Boosts
0
Views
1.3k
Activity
Oct ’22
Terminated app due to memory issue.
I'm loading a .usdz file into my View and so far it works fine, except from the fact that when I load multiple objects into my scene the app crashes with message: Terminated due to memory issue. I'm using Apple's default .usdz samples. It works with up to 8-10 instances and then crashes.
Replies
0
Boosts
0
Views
862
Activity
Oct ’22
Add haptic feedback to Reality Composer experience or to a USDZ?
Is it possible to add haptic feedback to a USDZ in Reality Composer? For example, if I want a phone to single-tap after knocking over a 3D model of a block in augmented reality, is that possible to do, and if so, how? If this is not possible to do within Reality Composer, is it possible to add haptic feedback to a USDZ in some other way? For example, if I have a USDZ model of a button in augmented reality view, can I have the phone single-tap when the button model is pushed? If so, how can I accomplish this? Thanks in advance for your help!
Replies
0
Boosts
0
Views
966
Activity
Oct ’22
I'm stuck with an issue with the animation of the AR usdz file.
hi I am working on AR development. Development is progressing using https://github.com/ProjectDent/ARKit-CoreLocation, and development is progressing to some extent. (using ARSCNView) In the process, we were using a file with animations using usdz, but there was a problem that the animations were working abnormally. The example usdz provided by Apple works normally, but there is a problem in the usdz that is created and used separately. If you use usdz as the default app provided by Apple, it works normally again. Do I have to do something when creating the 3d file to make it work like the usdz animation provided by Apple? We are stuck on these issues and are constantly looking for information. I hope you get some help here.
Replies
0
Boosts
0
Views
706
Activity
Oct ’22
Multiple PhotogrammetrySession running at the same time
I've been trying to run multiple photogrammetry sessions in parallel in different threads but I keep getting this error [Photogrammetry] queueNextProcessingBatchIfNeeded(): Already running a job... not starting new one. This happens even though the session.isProcessing returns false. Is there someone out there that can help with this issue please ? Thanks a lot
Replies
6
Boosts
0
Views
1.4k
Activity
Sep ’22