Animating 3d objects with Sceneform - augmented-reality

I have been searching for animating 3D objects via Sceneform. I am very new to AR.
Can anybody provide a sample for 3D animation like a moving human?

Sceneform does not support animated renderables (like support for the animated FBX file format) right now. You can only move or rotate objects but you can't get something like a walking human easily.

Sceneform SDK for Android v1.7.0 supports animation (15th February 2019).
Sceneform includes an optional animation library, com.google.ar.sceneform:animation which enables animation playback.
Added ModelAnimator and AnimationData classes. Sceneform now has the ability to play animated models.
Added SkeletonNode class which can be used to bind nodes to bones in a skinned renderable, making it possible to attach objects to bones, access the positions of bones, and manipulate the positions of bones directly.
Added AugmentedFaceNode to the UX library which can be used to render visuals with ARCore's Augmented Faces feature. See the new sample in the /samples/augmentedfaces/ directory.
Added Vector3.equals(Vector3) and Quaterion.equals(Quaterion).
Exposed Quaternion(Vector3 eulerAngles) and Quaternion.eulerAngles() publicly.
Sceneform lets you import models with animation. You can use Sceneform APIs to play back and control the animation, and attach nodes to a model's skeleton.
For instance, the Sceneform Animation sample includes files used to build models of Andy the android and a baseball hat. The Andy model contains animation data, while the baseball hat is a non-animated model. When you run the sample, Andy breakdances and waves his arms while the hat remains fixed to his head using a node.
It's important to differentiate between model animation in Sceneform versus property animation in Android.
Model animations are created ahead of time by artists using modeling and animation software. They contain Skeletal Animation Data. These animations must be exported as fbx files, then imported into a sfb file (binary asset) to be used in Sceneform.
Property animation is a fundamental Android concept and is not specific to Sceneform. This kind of animation can change any mutable value on a Java object that has a getter and a setter. The animated values can be set dynamically, but cannot be packaged into an sfb file.
Hope this helps.

Related

Placing objects below the ground in AR Quick Look on iOS

I am working on a project that will display objects below the ground using AR Quick Look. However, the AR mode seems to bring everything above the ground based on the bounding box of the objects in the scene.
I have tried using the USDZ directly and composing a simple scene in Reality Composer with the object or with a simple cube with the exact same result. AR preview mode in Reality Composer is showing the object below the ground or below an image anchor correctly. However, if I export the scene as a .reality file and open it in using AR Quick Look, it brings the object above the ground as well.
Is there a way to achieve showing an object below the detected horizontal plane or image (horizontal) using AR Quick Look?
This is still an issue a year later. I have submitted feedback to Apple. I suggest you do too. I have suggested adding a checkbox to keep Y axis persistent. My assumption is this behaves this way to prevent the object from colliding with the ground, but I don't think it's necessary. It's just a limitation right now.

ARcore Augmented images with 3D object interaction

I want to build a digital catelog application
where i detect the image in a catelogue and place a 3D object on it
This can be achieved by ARcore Augmented images.
what i need is When i click/touch the 3D object I need to show some information and videos
For this particular task i need some SDK options
without Vuforia can this be achieved using ARCore+Unity or Android OpenCV or any other.
This requires a lot of work from creating animations and layers to define colliders and controlling with backend code.
First you create the animations and animation controllers, then add colliders to the hot spots where you want to click on the object (e.g. touch the door to open), then map each collider click event to fire a specific animation.
actually it is better to follow a tutorial that shows the animating basics, then it will be easy to combine with AR project,
https://unity3d.com/learn/tutorials/s/animation

Adding animation to an 3d model via ARKit

I have a 3d model of a human being standing. I implemented it into an project using arkit and can place it somewhere in the room. So far so good, but I would like to add an animation to the 3d model. For example when I press the buttonDance that it starts dancing. Not to move it up and down, but to add an animation to it.
What are keywords to make this work or does anyone have a brief way of doing this? Maybe what software to use or is it possible within sceneKit maybe?
You can use services such as Mixamo to generate an animation for your character.
I would advise you to use 3D models in Collade (.DAE) format because this format includes all your animations inside. You will have to clean the .DAE file to collect all the bone animations into one animation, more info here.
You will then need to read the animation from the .DAE file and add it to the node (your 3D model). Esteban Herrera has a great blog post on how to animate 3D models with ARKit.

Create the transformation widget in Scene Kit View

I am playing with Apple's SceneKit. I found the transformation widget used in XCode's model viewer quite helpful and would like to create one in a scene kit view as well. Does anyone know if it is possible to create one? Does it exist in the SceneKit?
The transformation widget I mean was indicated by purple strokes in the following image of the model viewer:
The SceneKit editing environment, including that control, is provided only as part of the Xcode UI. If you'd like to lobby Apple for the inclusion of all or some of those editing features as a SceneKit API, file a feature request. (And note that in general, Apple tends to respond better to feature requests that spell out detailed use cases.)

How to make short film with WebGL

Is it possible to make a short film using WebGL? I see tons of examples on animating an object or trigger based animation but nothing like film. I am new to this field.
WebGL is just a graphics library. You'll need an animation engine (or game engine that has animation built in) and you'll need an authoring program to make the animation.
You might try babylon.js
Theoretically you could make an animation in Blender or 3DSMax or Maya, export to FBX and import through the converters included in the engine. I suspect it's not setup to handle whole 3D scenes as is though.
Three.js might do it as well but I suspect it also doesn't handle full scenes directly out of the 3D program.
I suggest you start small. Make a simple animated scene using a few primitives and see if you can export it into one of those libraries.
Inka3D, which is a Maya to WebGL exporter, has been used to create so-called demos which are close to short films. These are called "Azathioprine", "Radiotherapy" and "70s". You can simply use maya as usual only with some limitations and make your short film. See www.inka3d.com for links to the demos.

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