Using Reality Composer for 3D models

Hi, I developed a 2d spritekit game with xcode and swift and now making my way to 3D models. I was enjoying Reality Composer because I could lay on the couch for hours and get lots done.

while I will be looking at making an optional AR component, while I work on the beginnings of my project I would like to create a battle "scene" that uses my reality composer models with a non-ar background. (Like the pokemon go "catch" scene when the ar is turned off)

The 2 options I can think of are:
make a realitykit scene and apply a background
or
make a scenekit scene using the .reality object file.

I cannot find a way to do either of these things. SceneKit does not seem to interact with .reality files and I cannot find a way to convert my .reality files.
and as far as realitykit tutorials go, it is suggested that it has no uses for non-ar environments.

it seems really silly, like I'm missing something super simple here. So if you could correct my knowledge for either of these issues or come up with a much better option - I would appreciate it, thanks.
Answered by Holphana in 661899022
I have discovered that in the preferences of Reality Composer there is an option to allow for exporting to a ".usdz" file format. This file format is compatible with SCNScene and solves my initial question.

However I am having continued difficulty. I can successfully load the ".usdz" file as a SCNScene but I keep getting an error regarding the mesh data:

"USDMeshPrim does not contain mesh data. Skipping".

I've noticed that the USDZ has a lot of subdirectories when viewed in Xcode and not sure if this:

Code Block
for childNode in newScene.rootNode.childNodes {
     newNode.addChildNode(childNode)
}


was cutting it when placing each individual shape into a new node.
Accepted Answer
I have discovered that in the preferences of Reality Composer there is an option to allow for exporting to a ".usdz" file format. This file format is compatible with SCNScene and solves my initial question.

However I am having continued difficulty. I can successfully load the ".usdz" file as a SCNScene but I keep getting an error regarding the mesh data:

"USDMeshPrim does not contain mesh data. Skipping".

I've noticed that the USDZ has a lot of subdirectories when viewed in Xcode and not sure if this:

Code Block
for childNode in newScene.rootNode.childNodes {
     newNode.addChildNode(childNode)
}


was cutting it when placing each individual shape into a new node.
The final step!

After opening the USDZ file in Xcode there is additional support to export the file in any number of ways.

for more details, check this forum.

I'm sure there is nothing wrong with my usdz file now because I managed to export it to a ".dae" and place it into my game. However as I have converted it from a "scene file" to an "object file" a lot of the bonus stuff like lighting won't display without intervention.

Any additional information on how USDZ files work would be great but I consider the initial question answered now. Thanks.
Additional progress

so firstly, I just want to address that when I placed the USDZ model into my app the first time - it was there - it was just reeeeally tiny!

Next, hold onto your USDZ file!! I'm sure there is some sort of menu option in Xcode to do this but here is how I managed to turn my .usdz to a .scn file.

pick a random mesh in your usdz file (opened in Xcode) and check out the material tab. right down the bottom you will find an option called "blend mode". Just open that menu bar up and select what is already selected. Doing this will prompt a question as to whether you want to convert to a .scn file or not.

Enjoy!
Using Reality Composer for 3D models
 
 
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