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

Posts under USDZ tag

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SCN to USDZ converting issue with one sided materials (transparent)
Hi, In our workflow, we have 3D objects with the type of gltf provided to the iOS via API endpoints. Using a different types of files is not an option here. Inside the iOS, the glb file is converted to a scn file using a third-party framework. The nodes in the converted scn file look as expected and similar to the original glb file. In the second step, the scn file should be converted to a USDZ file to use in RealityKit. As far as I know, there is only one way to convert scn to USDZ inside the iOS app. which is using an undocumented approach ( assign a usdz format to URL and using write(to:options:delegate:progressHandler:)) let path = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] .appendingPathComponent("model.usdz") sceneView.scene.write(to: path) In the converted USDZ file, all the one-sided materials (transparent) materials are changed to a not transparent material. We tested on a car object, and all the window glasses became not transparent after converting. On the other hand, if we use the Reality converter app in macOS to convert glb file directly to USDZ file, every node converts as expected, and it works so fine. Is there any workaround to fix that issue? Or any upcoming update to let us use glb file in the app or successfully convert it to USDZ inside the iOS app? Thanks
1
0
2k
Sep ’22
Loading scene created from Reality Composer cannot be reused
I created a scene in Reality Composer which includes lots of different models. Then I load scene and try to load model and place them separately, the following is my UITapGestureHandler: guard let loadModel = loadedScene.findEntity(named: selectedPlant.selectedModel) else{ return } loadModel.setPosition(SIMD3(0.0,0.0,0.0), relativeTo: nil) My confusion is, when you use .findentity and place this model to the detected plane, it cannot be retrieved again: I try to call this again to place a second model after placing the first one, and .findentity returns nil. Does anyone know the mechanism behind it? I thought loading the scene will create a template in memory, but in contrary, it seems like only creating a sort of list and pop out entity for every call.
1
0
753
Sep ’22
Has anyone had luck getting USD to compile AND work with M1/arm64 native python?
I've been trying to build and use the USD command line toolchain pieces from source on an M1/arm64 Mac - and while I've gotten it to compile, I get a crash as python attempts to load up the USD internals: ------------------------------ python terminated ------------------------------- python crashed. FATAL ERROR: Failed axiom: ' Py_IsInitialized() ' in operator() at line 148 of /Users/heckj/src/USD/pxr/base/tf/pyTracing.cpp writing crash report to [ Sparrow.local:/var/folders/8t/k6nw7pyx2qq77g8qq_g429080000gn/T//st_python.79467 ] ... done. -------------------------------------------------------------------------------- I found a number of issues at Github, which hints that this is a potentially known and ongoing problem: https://github.com/PixarAnimationStudios/USD/issues/1620 referenced issue: https://github.com/PixarAnimationStudios/USD/issues/1466 referenced issue: https://github.com/PixarAnimationStudios/USD/issues/1736 With some suggestions, but no clear resolutions. I tried the build commands that are referenced in the release details for USDPython as available on developer downloads, and fiddling it a bit got it to compile: python build_scripts/build_usd.py \ --build-args TBB,arch=arm64 \ --python --no-imaging --no-usdview \ --prefer-safety-over-speed \ --build-monolithic /opt/local/USD But I'm repeatedly hitting the crash where python isn't initializing. I've tried Python 3 from home-brew, an Anaconda version of python (intel through Rosetta), the basing it on the python included with Xcode (universal binary), and the most recent trial was with miniforge3 arm-native python that's recommended from the Metal for Tensorflow marketing page. WIth the warnings about Python disappearing from the default install, I'd like to get a mechanism in place that I'm comfortable with to get an install of USDtools, and ideally that are native to the M1 processor.
1
0
3.5k
Aug ’22
Interact with USDZ parts
Hello, I have a USDZ file placed in a SceneView, and I am searching for a way to interact with parts of that USDZ inside my app. For example, I have a person made up of 6 parts (arm_right, arm_left, leg_left, leg_right, body and head) and I would like to select arm_left and see its width. How can I achieve this inside my app?
1
0
1.4k
Aug ’22
USDZ FILE FORMAT
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
2
0
2.7k
Aug ’22
Object capture preview editor GUI app for interactive workflow
In this video, apple demonstrates a GUI app for object capture that utilizes the interactive workflow. Is there anywhere we can download the code for this app? I'm referring to the GUI on top of the command line app that they provide that allows you to edit the bounding box of the preview to do more targeted photogrammetry processing on the model when the higher quality rendering is done. command line app: https://developer.apple.com/documentation/realitykit/creating_a_photogrammetry_command-line_app Looking for the GUI APP they made that enables the interactive workflow talked about in this video: https://developer.apple.com/videos/play/wwdc2021/10076/
3
1
893
Jul ’22
How to modify in runtime the materials of a downloaded USDZ file and save it locally?
I am trying to configure the materials of a downloaded USDZ file and then save it in the Documents folder as a new USDZ file. Currently, I am using the ModelEntity class but I have two problems: I should modify the materials by using their names, but this class just seems that I can access the list of materials and eventually replace them but without knowing their name; I have no idea how to save it in the local Documents folder as a new USDZ file in order to pass the URL to the AR QuickLook controller to display the modified file in AR. Probably I should change my approach by using other classes. Could anyone give me some advice on how to proceed to achieve my goal? I would really appreciate any help.
0
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831
Jul ’22
How to edit usdz file in swift
I select usdz file and add reference node with file url. let scene = SCNScene() let refNode = SCNReferenceNode(url: usdzPath) refNode?.position = SCNVector3(0, -0.1, -0.25) refNode?.load() refNode?.scale = SCNVector3(0.01, 0.01, 0.01) scene.rootNode.addChildNode(refNode!) sceneView.scene = scene sceneView.delegate = self sceneView.autoenablesDefaultLighting = true sceneView!.allowsCameraControl = true Its works for me. I show the 3D object. But i want to change usdz file texture in swift. how can i it?
2
0
1.9k
Jul ’22
USDZ in AR QuickLook flies on camera level, does not acknowledge the world/camera
I’m trying to use QuickLook AR to show a 3D ThreeJS model in AR on iOS. Exporting my 3D object to USDZ using the Three USDZ exporter works fine. When opening the USDZ file in XCode everything seems to be fine. Though, when opening the USDZ in QuickLook AR, the 3D model is flying above the ground, on my camera’s Y level. The camera PoV is positioned exactly in the middle of the X and Z axis of the 3D model and at the bottom of the Y level. I have another problem with opening the USDZ in QuickLook AR, which is; When opening the USDZ in QuickLook AR, the model is invisible at first. Then when I scale the model down to < 10%, the model becomes visible, though it does not scale in size at all. Also, the “Model” tab in QuickLook does not even show the 3D model. When switching between the “Model” and “AR” tabs, the model flies by really quick. For reference, I’ve added my USDZ model below. What I’m trying to accomplish is to position the 3D model in front of me, and for the 3D model to acknowledge the world shown by the camera. The 3D model should stick to walls, or at least the floor to begin with. Button click code: newScene.add(sceneRef) const pivot = new THREE.Object3D() newScene.add(pivot) pivot.add(sceneRef) // position the object on the pivot, so that it appears 5 meters // in front of the user. pivot.position.z = -50 const yaxis = new THREE.Vector3(0, 1, 0) const zaxis = new THREE.Vector3(0, 0, 1) const direction = zaxis.clone() // Apply the camera's quaternion onto the unit vector of one of the axes // of our desired rotation plane (the z axis of the xz plane, in this case). direction.applyQuaternion(cameraRef.quaternion) // Project the direction vector onto the y axis to get the y component // of the direction. const ycomponent = yaxis .clone() .multiplyScalar(direction.dot(yaxis)) // Subtract the y component from the direction vector so that we are // left with the x and z components. direction.sub(ycomponent) // Normalize the direction into a unit vector again. direction.normalize() // Set the pivot's quaternion to the rotation required to get from the z axis // to the xz component of the camera's direction. pivot.quaternion.setFromUnitVectors(zaxis, direction) // Finally, set the pivot's position as well, so that it follows the camera. newScene.getWorldPosition(cameraRef.position) newScene.updateMatrixWorld(true) iosExporter.parse(newScene).then((result) => { saveUSDZString(result, 'scene.usdz') }) saveUSDZString function: function saveString(text: any, filename: any) { save(new Blob([text], { type: 'application/json' }), filename) } save function: function save(blob: any, filename: any) { link.href = URL.createObjectURL(blob) link.download = filename link.rel = 'ar' let img = document.createElement('img') img.alt = 'hi' img.src = 'https://google.com/img' link.appendChild(img) link.click() } USDZ Model: https://wetransfer.com/downloads/2d2d2e840f9f964e036cd6077094c33220220630095321/a7f94b9f2bc730fead9107bf133e175220220630095338/193b81?utm_campaign=WT_email_tracking&utm_content=general&utm_medium=download_button&utm_source=notify_recipient_email
1
2
2.2k
Jul ’22
Getting an error with usdzaudioimport
Hello I am trying to figure out what I am doing wrong. I am trying to import audio into the .usdz file, followed the "usdzaudioimport -h" with the params, and I am getting this   "Error: unexpected parameter -auralMode for argument --audio" ?? I removed it( then getting the you need parameters), used only one parameter still getting unexpected parameter or for auralMode or playbackMode!? downloaded the latest 3 times, reinstall/verified Python version and installation, the PATH, etc... It is driving nuts, being the first time I use this tool. I am hoping someone smarter than me can "slap me behind the head" and point out the obvious that I cannot see!! LOL Here is my command, any hint and things to try will be more than welcome. Thank you very much! here the command I used and the result: % usdzaudioimport /Users/macuser/Documents/griffon_v2.usdz /Users/macuser/Documents/griffon_v2b.usdz --audio /Users/macuser/Documents/CH-146_Griffon_webAr.mp3 -auralMode spatial -playbackMode onceFromStart usdzaudioimport 0.01   Error: unexpected parameter -auralMode for argument --audio For more information, run "usdzaudioimport -h"
0
0
656
Jun ’22
Problem with black background when taking a photo with AR Quick Look feature in iOS 15
Has the problem of the black background when taking a picture with the AR Quick look function in iOS 15 been resolved? I think it's a rather serious bug. On an iOS 15 device, go to the Quick Look page below and display any of the multiple 3D models in AR Quick Look; the background will be black when you take a picture with the AR Quick Look shooting function. https://developer.apple.com/augmented-reality/quick-look/ There are similar events below, but they do not seem to be addressed at all. https://developer.apple.com/forums/thread/691784
6
0
2.3k
Jun ’22
Augmented Reality: Scenes MISSING via USDZ export in Reality Composer
Using Reality Composer [within Xcode]... I've built an .rcproject file with 25 scenes containing Behaviors w/Triggers + Actions to change scenes, one after another. When exported as a .reality file, it does run successfully through all 25 scenes. ❓However... when exported as a .usdz file via "Export: Project" (not "Export: Current Scene"), it only runs the 1st scene, as though the rest of the scenes do not exist. The Trigger to change to the 2nd scene does nothing. ✅ Btw I do have "Enable USDZ export" checked (which is not on by default) in the Preferences for Reality Composer. ✨Thank you✨ I'd greatly appreciate any troubleshooting tips❗️
0
0
673
Jun ’22
AR Quick Look on iOS 15 not Displaying Models Correctly
We've been running a system that serves .usdz files to customers for a couple months now, and throughout testing and production, we've had no issues with Quick Look on iOS. Recently, though, we've had instances where the animation is not played. A model has additionally come in at an angle. I believe all of these instances were with users on iOS 15. Are there known issues with Quick Look on iOS 15, considering the updates to ARKit? I can provide the .usdz files if necessary.
7
0
3.7k
Jun ’22
RealityConverter beta 3 loses skin binding - FBX to USDZ
When I import the robot.fbx file into reality converter found in the Apple developer documentation found here: https://developer.apple.com/sample-code/ar/Biped-Robot.zip If I bring the .fbx version into RealityConverter, export it to USDZ and bring the USDZ file into Xcode 12 beta or any version below, the usdz robot character loses its skin bindings and the mesh has no skeleton attached. Has anyone experienced this? Have you been able to successfully convert an FBX rigged model to an USDZ model with all bones connected? I have tried this using Reality Converter beta 3 I did not edit the FBX robot character provided with Apples documentation sample.
2
1
2.1k
Jun ’22
USD -> SwiftUI interactions
Hello USD team, Thanks for the great demo USD and Hydra/Storm demo! Is it possible to build an app with USD Hydra/Storm -> SwiftUI interactions? Ex: a car configurator that has: a car as a USD file animations desired on the USD file. SwiftUI button to opens the doors, another button to play a sound, etc? everything rendered in Hydra/Storm. as the demo app Thanks.
0
1
1k
Jun ’22
XCode-USDZ
If I change some settings of an usdz inside XCode I got the error usdz-File can´t be saved automaticly. Same error on two machines. Any ideas?
Replies
0
Boosts
0
Views
1.1k
Activity
Sep ’22
SCN to USDZ converting issue with one sided materials (transparent)
Hi, In our workflow, we have 3D objects with the type of gltf provided to the iOS via API endpoints. Using a different types of files is not an option here. Inside the iOS, the glb file is converted to a scn file using a third-party framework. The nodes in the converted scn file look as expected and similar to the original glb file. In the second step, the scn file should be converted to a USDZ file to use in RealityKit. As far as I know, there is only one way to convert scn to USDZ inside the iOS app. which is using an undocumented approach ( assign a usdz format to URL and using write(to:options:delegate:progressHandler:)) let path = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] .appendingPathComponent("model.usdz") sceneView.scene.write(to: path) In the converted USDZ file, all the one-sided materials (transparent) materials are changed to a not transparent material. We tested on a car object, and all the window glasses became not transparent after converting. On the other hand, if we use the Reality converter app in macOS to convert glb file directly to USDZ file, every node converts as expected, and it works so fine. Is there any workaround to fix that issue? Or any upcoming update to let us use glb file in the app or successfully convert it to USDZ inside the iOS app? Thanks
Replies
1
Boosts
0
Views
2k
Activity
Sep ’22
Loading scene created from Reality Composer cannot be reused
I created a scene in Reality Composer which includes lots of different models. Then I load scene and try to load model and place them separately, the following is my UITapGestureHandler: guard let loadModel = loadedScene.findEntity(named: selectedPlant.selectedModel) else{ return } loadModel.setPosition(SIMD3(0.0,0.0,0.0), relativeTo: nil) My confusion is, when you use .findentity and place this model to the detected plane, it cannot be retrieved again: I try to call this again to place a second model after placing the first one, and .findentity returns nil. Does anyone know the mechanism behind it? I thought loading the scene will create a template in memory, but in contrary, it seems like only creating a sort of list and pop out entity for every call.
Replies
1
Boosts
0
Views
753
Activity
Sep ’22
Has anyone had luck getting USD to compile AND work with M1/arm64 native python?
I've been trying to build and use the USD command line toolchain pieces from source on an M1/arm64 Mac - and while I've gotten it to compile, I get a crash as python attempts to load up the USD internals: ------------------------------ python terminated ------------------------------- python crashed. FATAL ERROR: Failed axiom: ' Py_IsInitialized() ' in operator() at line 148 of /Users/heckj/src/USD/pxr/base/tf/pyTracing.cpp writing crash report to [ Sparrow.local:/var/folders/8t/k6nw7pyx2qq77g8qq_g429080000gn/T//st_python.79467 ] ... done. -------------------------------------------------------------------------------- I found a number of issues at Github, which hints that this is a potentially known and ongoing problem: https://github.com/PixarAnimationStudios/USD/issues/1620 referenced issue: https://github.com/PixarAnimationStudios/USD/issues/1466 referenced issue: https://github.com/PixarAnimationStudios/USD/issues/1736 With some suggestions, but no clear resolutions. I tried the build commands that are referenced in the release details for USDPython as available on developer downloads, and fiddling it a bit got it to compile: python build_scripts/build_usd.py \ --build-args TBB,arch=arm64 \ --python --no-imaging --no-usdview \ --prefer-safety-over-speed \ --build-monolithic /opt/local/USD But I'm repeatedly hitting the crash where python isn't initializing. I've tried Python 3 from home-brew, an Anaconda version of python (intel through Rosetta), the basing it on the python included with Xcode (universal binary), and the most recent trial was with miniforge3 arm-native python that's recommended from the Metal for Tensorflow marketing page. WIth the warnings about Python disappearing from the default install, I'd like to get a mechanism in place that I'm comfortable with to get an install of USDtools, and ideally that are native to the M1 processor.
Replies
1
Boosts
0
Views
3.5k
Activity
Aug ’22
Interact with USDZ parts
Hello, I have a USDZ file placed in a SceneView, and I am searching for a way to interact with parts of that USDZ inside my app. For example, I have a person made up of 6 parts (arm_right, arm_left, leg_left, leg_right, body and head) and I would like to select arm_left and see its width. How can I achieve this inside my app?
Replies
1
Boosts
0
Views
1.4k
Activity
Aug ’22
USDZ FILE FORMAT
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
Replies
2
Boosts
0
Views
2.7k
Activity
Aug ’22
Object capture preview editor GUI app for interactive workflow
In this video, apple demonstrates a GUI app for object capture that utilizes the interactive workflow. Is there anywhere we can download the code for this app? I'm referring to the GUI on top of the command line app that they provide that allows you to edit the bounding box of the preview to do more targeted photogrammetry processing on the model when the higher quality rendering is done. command line app: https://developer.apple.com/documentation/realitykit/creating_a_photogrammetry_command-line_app Looking for the GUI APP they made that enables the interactive workflow talked about in this video: https://developer.apple.com/videos/play/wwdc2021/10076/
Replies
3
Boosts
1
Views
893
Activity
Jul ’22
Convert file usdz to iges
Hi all, I have a requirement about converting usdz to iges file in swift app, I searched on google but didn't find any support library in this. do you know a library that supports this? Thanks all.
Replies
1
Boosts
1
Views
1.6k
Activity
Jul ’22
How to modify in runtime the materials of a downloaded USDZ file and save it locally?
I am trying to configure the materials of a downloaded USDZ file and then save it in the Documents folder as a new USDZ file. Currently, I am using the ModelEntity class but I have two problems: I should modify the materials by using their names, but this class just seems that I can access the list of materials and eventually replace them but without knowing their name; I have no idea how to save it in the local Documents folder as a new USDZ file in order to pass the URL to the AR QuickLook controller to display the modified file in AR. Probably I should change my approach by using other classes. Could anyone give me some advice on how to proceed to achieve my goal? I would really appreciate any help.
Replies
0
Boosts
0
Views
831
Activity
Jul ’22
How to edit usdz file in swift
I select usdz file and add reference node with file url. let scene = SCNScene() let refNode = SCNReferenceNode(url: usdzPath) refNode?.position = SCNVector3(0, -0.1, -0.25) refNode?.load() refNode?.scale = SCNVector3(0.01, 0.01, 0.01) scene.rootNode.addChildNode(refNode!) sceneView.scene = scene sceneView.delegate = self sceneView.autoenablesDefaultLighting = true sceneView!.allowsCameraControl = true Its works for me. I show the 3D object. But i want to change usdz file texture in swift. how can i it?
Replies
2
Boosts
0
Views
1.9k
Activity
Jul ’22
Video To USDZ
How to get a Video, like .mp4 or .mov converted or placed into USDZ File?
Replies
3
Boosts
0
Views
2.5k
Activity
Jul ’22
USDZ in AR QuickLook flies on camera level, does not acknowledge the world/camera
I’m trying to use QuickLook AR to show a 3D ThreeJS model in AR on iOS. Exporting my 3D object to USDZ using the Three USDZ exporter works fine. When opening the USDZ file in XCode everything seems to be fine. Though, when opening the USDZ in QuickLook AR, the 3D model is flying above the ground, on my camera’s Y level. The camera PoV is positioned exactly in the middle of the X and Z axis of the 3D model and at the bottom of the Y level. I have another problem with opening the USDZ in QuickLook AR, which is; When opening the USDZ in QuickLook AR, the model is invisible at first. Then when I scale the model down to < 10%, the model becomes visible, though it does not scale in size at all. Also, the “Model” tab in QuickLook does not even show the 3D model. When switching between the “Model” and “AR” tabs, the model flies by really quick. For reference, I’ve added my USDZ model below. What I’m trying to accomplish is to position the 3D model in front of me, and for the 3D model to acknowledge the world shown by the camera. The 3D model should stick to walls, or at least the floor to begin with. Button click code: newScene.add(sceneRef) const pivot = new THREE.Object3D() newScene.add(pivot) pivot.add(sceneRef) // position the object on the pivot, so that it appears 5 meters // in front of the user. pivot.position.z = -50 const yaxis = new THREE.Vector3(0, 1, 0) const zaxis = new THREE.Vector3(0, 0, 1) const direction = zaxis.clone() // Apply the camera's quaternion onto the unit vector of one of the axes // of our desired rotation plane (the z axis of the xz plane, in this case). direction.applyQuaternion(cameraRef.quaternion) // Project the direction vector onto the y axis to get the y component // of the direction. const ycomponent = yaxis .clone() .multiplyScalar(direction.dot(yaxis)) // Subtract the y component from the direction vector so that we are // left with the x and z components. direction.sub(ycomponent) // Normalize the direction into a unit vector again. direction.normalize() // Set the pivot's quaternion to the rotation required to get from the z axis // to the xz component of the camera's direction. pivot.quaternion.setFromUnitVectors(zaxis, direction) // Finally, set the pivot's position as well, so that it follows the camera. newScene.getWorldPosition(cameraRef.position) newScene.updateMatrixWorld(true) iosExporter.parse(newScene).then((result) => { saveUSDZString(result, 'scene.usdz') }) saveUSDZString function: function saveString(text: any, filename: any) { save(new Blob([text], { type: 'application/json' }), filename) } save function: function save(blob: any, filename: any) { link.href = URL.createObjectURL(blob) link.download = filename link.rel = 'ar' let img = document.createElement('img') img.alt = 'hi' img.src = 'https://google.com/img' link.appendChild(img) link.click() } USDZ Model: https://wetransfer.com/downloads/2d2d2e840f9f964e036cd6077094c33220220630095321/a7f94b9f2bc730fead9107bf133e175220220630095338/193b81?utm_campaign=WT_email_tracking&utm_content=general&utm_medium=download_button&utm_source=notify_recipient_email
Replies
1
Boosts
2
Views
2.2k
Activity
Jul ’22
Convert USDZ to other file type
I haven't been able to find anything online about this, but is there a way to convert a .usdz file or .usd file to some other easily parse-able file type (like json, xml, etc) in order to store this data in a SQL database? Anything info is helpful, thanks!
Replies
0
Boosts
0
Views
1.2k
Activity
Jul ’22
Getting an error with usdzaudioimport
Hello I am trying to figure out what I am doing wrong. I am trying to import audio into the .usdz file, followed the "usdzaudioimport -h" with the params, and I am getting this   "Error: unexpected parameter -auralMode for argument --audio" ?? I removed it( then getting the you need parameters), used only one parameter still getting unexpected parameter or for auralMode or playbackMode!? downloaded the latest 3 times, reinstall/verified Python version and installation, the PATH, etc... It is driving nuts, being the first time I use this tool. I am hoping someone smarter than me can "slap me behind the head" and point out the obvious that I cannot see!! LOL Here is my command, any hint and things to try will be more than welcome. Thank you very much! here the command I used and the result: % usdzaudioimport /Users/macuser/Documents/griffon_v2.usdz /Users/macuser/Documents/griffon_v2b.usdz --audio /Users/macuser/Documents/CH-146_Griffon_webAr.mp3 -auralMode spatial -playbackMode onceFromStart usdzaudioimport 0.01   Error: unexpected parameter -auralMode for argument --audio For more information, run "usdzaudioimport -h"
Replies
0
Boosts
0
Views
656
Activity
Jun ’22
Problem with black background when taking a photo with AR Quick Look feature in iOS 15
Has the problem of the black background when taking a picture with the AR Quick look function in iOS 15 been resolved? I think it's a rather serious bug. On an iOS 15 device, go to the Quick Look page below and display any of the multiple 3D models in AR Quick Look; the background will be black when you take a picture with the AR Quick Look shooting function. https://developer.apple.com/augmented-reality/quick-look/ There are similar events below, but they do not seem to be addressed at all. https://developer.apple.com/forums/thread/691784
Replies
6
Boosts
0
Views
2.3k
Activity
Jun ’22
Augmented Reality: Scenes MISSING via USDZ export in Reality Composer
Using Reality Composer [within Xcode]... I've built an .rcproject file with 25 scenes containing Behaviors w/Triggers + Actions to change scenes, one after another. When exported as a .reality file, it does run successfully through all 25 scenes. ❓However... when exported as a .usdz file via "Export: Project" (not "Export: Current Scene"), it only runs the 1st scene, as though the rest of the scenes do not exist. The Trigger to change to the 2nd scene does nothing. ✅ Btw I do have "Enable USDZ export" checked (which is not on by default) in the Preferences for Reality Composer. ✨Thank you✨ I'd greatly appreciate any troubleshooting tips❗️
Replies
0
Boosts
0
Views
673
Activity
Jun ’22
AR Quick Look on iOS 15 not Displaying Models Correctly
We've been running a system that serves .usdz files to customers for a couple months now, and throughout testing and production, we've had no issues with Quick Look on iOS. Recently, though, we've had instances where the animation is not played. A model has additionally come in at an angle. I believe all of these instances were with users on iOS 15. Are there known issues with Quick Look on iOS 15, considering the updates to ARKit? I can provide the .usdz files if necessary.
Replies
7
Boosts
0
Views
3.7k
Activity
Jun ’22
RealityConverter beta 3 loses skin binding - FBX to USDZ
When I import the robot.fbx file into reality converter found in the Apple developer documentation found here: https://developer.apple.com/sample-code/ar/Biped-Robot.zip If I bring the .fbx version into RealityConverter, export it to USDZ and bring the USDZ file into Xcode 12 beta or any version below, the usdz robot character loses its skin bindings and the mesh has no skeleton attached. Has anyone experienced this? Have you been able to successfully convert an FBX rigged model to an USDZ model with all bones connected? I have tried this using Reality Converter beta 3 I did not edit the FBX robot character provided with Apples documentation sample.
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Jun ’22
Is there a way to export RealityKit scene to USDZ?
It is possible with SceneKit, but I haven’t found any way for RealityKit.
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Jun ’22
USD -> SwiftUI interactions
Hello USD team, Thanks for the great demo USD and Hydra/Storm demo! Is it possible to build an app with USD Hydra/Storm -> SwiftUI interactions? Ex: a car configurator that has: a car as a USD file animations desired on the USD file. SwiftUI button to opens the doors, another button to play a sound, etc? everything rendered in Hydra/Storm. as the demo app Thanks.
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1k
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Jun ’22