SceneKit: SKNode resolution on iOS - ios

I am using a .dae file to create my SCNNode. The quality of my 3D object looks perfect when opening with the .dae file editor, or preview app, but it looks so poor on the SCNNode (screenshot's pixelated lines).
Does this issue have any solution or improvement? Is there any parameter I should set to fix that?

Is your .dae file all those little bits and pieces modelled as objects? If so, I think you need to turn on Anti-Aliasing, that should solve this.
By default, this is turned off on iOS for performance reasons:
https://developer.apple.com/library/mac/documentation/SceneKit/Reference/SCNView_Class/#//apple_ref/occ/instp/SCNView/antialiasingMode

Related

Bright model in scene kit iOS 12

I have a problem with 3D model in SceneKit. I also use maxstARobjec After updating to iOS 12 it's start looking brighter than before (SCREENSHOTS WITH THE SAME ISSUE HERE)
I use 2 light node, without autoenablesDefaultLighting.
And one more fact about this issue: when I hide all lights the model (which must be black) is grey like it's has extra light...
Sorry for my bad language, and I very need your help!
I solve the same issue by convert .obj file to .scn files in Xcode, and use this scenes as nodes. Editor -> Convert to SceneKit file format (.scn)
screenshot

Applying texture in Xcode Scene Editor is not working

I downloaded a 3D model(https://www.cgtrader.com/free-3d-models/industrial/machine/fuel-gas-scrubber-skid) and converted it to .dae using SketchUp.
I am not able to apply texture to this model in Xcode 9 Scene Editor. When i select any texture image(using materials->diffuse), it turns into black!!
I did the same for other models before and it was working fine. Not able to figure out what is the issue now.
I tried even changing the multiply, emission, reflective etc. properties to white color but still not able to see the texture.
I found what is wrong with the model. The model i downloaded is not UV mapped. That is why i am not able to apply the texture to it.

How to animate sprite with fluent animation (change in form) in swift?

I'm trying to work on the graphical aspect of a game I'm designing in Xcode using sprite kit, and I was wondering if anyone knows how the main character sprites in games like Leo's Fortune and Badland are animated when touched (they fluff up and morph very fluently). How could this be accomplished and what compatible file type could execute this fluent animation? Is .flv compatible with Xcode? I would rather not change the texture in a keyframe sort of way with a .png because that would require a lot of textures at a high texture switching rate.
Any advice on this matter would be greatly appreciated
Thanks

Cocos2d spritesheets and animation

I have a bit of a problem that I need help with. I have a sprite I need animated, but the sprite is 600x600 with 25 frames this becomes quite a large spritesheet, infact bigger then the iPhone will allow. What would be a way to get around this limitation? Animate in flash and export for cocos2d? is that even possible?
Shrink it down. Why would you even need such an big sprite?
Or add the frames individually. (Less efficient)
For How to use animations and sprite-sheets in cocos2d Read this is best documentation.
Any image displayed by cocos2d will have to fit within those dimensions as cocos2d, uses OpenGL and all images must be loaded into texture memory.
I’m not sure if some other API gives you a way to load larger images.
For more information read this discussion.
when you make sprite sheet using Texture Packer make .pvr.ccz file instead of output file .png , it will reduce file size.you can also use to load this texture on RGB_4444 texture.

Cocos3d: no textures on iPad

I'm making a 3D model viewer. I have problem with one of the models: on simulator everything's ok, but on device textures are gone.
Simulator: http://i.imgur.com/1nh5r.png
Device: http://i.imgur.com/N1cK3.png
I converted this model from .dae to .pod using PVRGeoPod plugin for Maya. Any ideas how to fix this?
No idea, but an advice: create the simplest possible 3D model (a cube) with a texture and run it through the same process. The texture should ideally be small and have power of two dimensions, ie 64x64.
If this still shows no textures on iPad, you know that somewhere this process is broken. If the cube does look fine, you know that the problem is with the model. From the looks of it, it could simply be too complex, or the texture may be too large or has to be a power of two dimension (iPad should support NPOT textures though).
Most likely the problem is with the path of the images you use when you are creating the texture. Where are you storing the images? And how do you acquire the path? On iPad you should always store only the filenames and ask the path for it from the device.
Your problem might be file name. I'm just guessing, consider that iOS simulator is case insensitive but Devices are working with case sensitive.

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