I have a model in Maya with particles When export as DAE only models and animations are getting generated for the particles is blank node is generated. I wanted to export the particles and use them in iOS.
It is not possible with SceneKit or any other API for iOS. The import does not support reading particles. The particle system in SceneKit is very basic for simple things. You would have to bake each particle as a geometry/model/animation instead.
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I am following ARCORE AUGMENTED FACES iOS SDK. In-build fox_face.scn is working fine for me.
Now we have created some 3d models in Blender & export them in both .dae OR .obj formats. From xcode I converted these models in scn but when i try to render my scn models, its not rendering on face.
Same scn model is working fine with ARKIT but not working with ARCORE
In case, your model has any animation, check if your 3D file follows the requirements from here: https://developers.google.com/ar/develop/java/sceneform/animation/obtaining-assets
Rendering on iOS is done within ARKit scene, not ARCore. ARCore Face Augmentation is generating the 3D face assets which are delivered to SceneKit to render with each frame callback.
I'm not sure exactly why you said scn model is working fine with ARKit, but not AR Core?
I have been successful in exporting from Blender to .dae, and then converting to SceneKit file in xcode.
Having said that, I have been unsuccessful in cleanly exporting the default fox face and bones (and my geometry) from blender directly into Xcode to create what the demo has from default.
Instead I have had to copy/paste 3D geometry content from the imported/converted scene from blender into the original fox_face scene that comes with the project, ensuring all axis are correct.
In order to correctly position the asset relative to the original fox face I had to create some code to move the model around in the world.
I hope that helps.
But I would be very interested if you find a way to export cleanly from blender (including default face or fox ears etc) directly in as a whole scene, including your new geometry.
I created a 3D object in blender that has a material to it that I created in blender's compositing pane. I exported my object as a dae and loaded into the scene but it doesn't have the clearish watery material that I get when I do "Render" in blender, it just has the viewport color, what am I missing here?
Using the "compositing pane" means you made a node based material, possibly a cycles material, node based materials are rather specific to blender and don't export to game engines very well.
Set the render engine to Blender Render and then setup your material without nodes.
If you google blender material export scenekit you should find some more tips.
I am trying to develop a building information model viewer for iPad and I am faced with the current challenge. Should I use SpriteKit or SceneKit? I know SceneKit is meant for rendering 3D while SpriteKit is 2D. From my research so far, SceneKit seems more appropriate for Building Information Modelling as it will represent a 3D Model of a building. However, I would like to know if I can do it with SpriteKit (I read SpriteKit is easier to learn) or should I used SceneKit? Thanks for your input. I am new to iOS dev, so any assistance would be helpful.
SceneKit and SpriteKit are very similar to each other. SceneKit is a little harder to learn but it's pretty simple. SceneKit would be the only way to have a 3D model(With the options you provided). You can have a SpriteKit scene over top of the SceneKit scene to display labels that stay put.
You'll probably want to use both of them. SceneKit represents 3D very nicely, but can also accept SpriteKit scenes to use for backgrounds, foreground overlays, and object textures/materials.
You can assume SpriteKit is at Top of the SceneKit, As using SceneKit you can add 3D models into Augmented Reality while SpriteKit is used to add extra sprites onto the model.
In short SpriteKit is revolution in Gaming.
Im using blender to create landscape for a game being built with scenekit.
As it is just a landscape, I won't be using any animations so I'm wondering before I dive too deep into blender, should I be using blender to create the geometry and then create my own materials in scenekit?
I could still create the shadow, emission, specular etc. maps in blender but would there be a performance benefit or penalty for doing it this way?
Also if this is a path I could take should I then be exporting as .dae or is there a way to export to a normal map that xcode would be happy with?
SceneKit supports materials exported in DAE from Blender. It doesn't support every possible shading option that Blender has, but unless you're doing exotic stuff it should cover most of what you're looking for.
At run time there's no difference between materials loaded from DAE and those created programmatically.
What you do want to think about at authoring/export time is stuff like real-time versus static lighting/shadows and high-poly geometry versus baked normal maps. In other words, material performance is more about how the materials are set up (complexity) than where they're set up (imported or at run time). See WWDC 2014 session 610: Building a Game with SceneKit for some tips.
I am a fresher in cocos3d. I want to create a simple project - a 3d sphere rotating. i have designed a 3d sphere using blender. So i want help in creating collada file and pod file. What all are the things should be taken care while creating this simple 3d object using blender and PowerVR SDK. Thanks
How about you make the simple sphere in blender, and then export it using Jeff LaMarche's Blender-to-iOS script? This wouldn't even require Cocos or PowerVR, but it's a good start. Since you can integrate Cocos with non-Cocos classes easily in iOS it might be helpful. You could go further and leverage Apple's GLKit which would probably be straightforward as well.
Just suggestions....
After you create the sphere in blender you need to export in .dae format then use collada to POD convertor which is free. It will convert .dae file to .pod file. and then pod file can easily be parsed into cocos3d.