Methods to develop a VR and AR iOS app using SceneKIt and ARKit

I have to develop an iOS app to present a 3D version of some special tables and chairs with parts that can be moved/rotated. The purpose is to allow the user to interact (select,move,rotate) parts of these objects in order to test the flexibility.



Example: if the chair has the backrest that can be arranged at different angles (with values between 0 and 45) the user will have the opportunity to do so. If some parts of the chair can be replaced the user can also do that.



I belive that these 3 steps are to be followed in order to display the VR objects in the AR:



Step 1. the object will be designed with 3DMax/Blender then exported in .DAE format.

Step 2. in VR the objects are moved/repositioned accordingly to the user needs

Step 3. the object, in his final setting will be displayed in AR



**Technologies**



I have to choose between:



- SceneKit + ArKit (swift): small experience with this technologies but willing to learn more

- Unity: no experience at all. Very tempting if taking into consideration the amount of tutorials/examples and the community



**The problems**



1. I could'n find an official Apple tutorial for SceneKit

2. I could'n find any example that explains how to move a Rig-Object in SceneKit



**Questions**



1. Are there any official SceneKit tutorials?

2. I understand that first step is the 3D object modeling (in my case I will use 3D MAX and then export in .DAE). The object must have joints/Rig where component movement is allowed? Where could I find an example?

3. The object's internal skeleton is made in 3D MAX or later is programmed in Xcode?

4. The Rigging process ("Rigging is the process of taking a static 3D model and creating a bone system, scripts, and other things to give the model the ability to move, change expressions and transform") is shaped by the designer (in 3dMax /Blender) or by the programmer (based on an 3D static object that the designer created ) ?

5. is there a way to entirely design the object in 3DMax (with all joints/rigs/constraints) and then just export and import in XCode ? In this case the programmer will no longer have to program individually every joint but to use the ones from the .DAE file?

6. Are there any suggestions on how to approach this project?



Thanks a lot for any idea.

Methods to develop a VR and AR iOS app using SceneKIt and ARKit
 
 
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