My goal is to display a simple 3D model and apply a texture on it.
I've downloaded the GLEssentials ios sample project to learn how to develop this (i'm new in ios OpenGL-ES API)
But the example model is a .model file, which I never heard about and which never appear in model bank websites.
What is this kind of file?
is the sample code compatible with other common model types (.obj, .c2d, .3ds)?
is it a good idea to start from this project?
Have a look at this question:
How to convert Blender blend (or obj) file to Qualcom Vuforia .h file
In my answer, I describe a script and accompanying Xcode project that converts .obj/.mtl files to header files suitable for OpenGL ES on iOS [link].
In response to your questions:
I believe the .model file is only appropriate for the sample project and is a proprietary Apple extension. It most likely contains simple data such as vertex positions.
I think you'd struggle to fit other model types into the sample code, which is very complex for OpenGL ES beginners. You might want to have a look at .pod files on Cocos2D here. I've seen and heard great things about it.
I wouldn't recommend it :)
Related
I'd like to load a glTF file generated by another program into RealityKit. I get the impression that the only way to load models into RealityKit is via USD or Reality files.
Anyone know a way to get some other model into RealityKit? Not necessarily as a file -- I'd be happy to be able to generate a MeshResource and array of Materials myself and load them in that way.
Reality Converter
Apple discussed this in the WWDC20 video "The artist’s AR toolkit".(link)
They show how to convert FBX, OBJ, USD and GLTF files to USDZs for use in Reality Composer.
Reality Converter is still in beta and needs to be downloaded from the Apple Developer website. I used it and it is quite nice.
There is also other tools you can use on the command line if this is more your thing. At WWDC 2019, Apple announced the USDZ Tools or also called USD Python Tools.
USDZ Tools is a pre-compiled Python library containing binaries of Pixar’s USD library for macOS. This is the link. You will need to download and install the library.
I would give a try to the Reality Converter first. I think it is here to stay since probably Apple has no intention to add support for glTF files in Reality Composer in the future, since they love USBZ!
I ended up using GLTFKit, an open source library by Warren Moore. It does exactly what I want -- lets me load a glTF file into SceneKit/RealityKit.
https://github.com/warrenm/GLTFKit
Alas, as you said, at the moment the only way to load your .gltf model in RealityKit scene – is firstly to convert it into .usdz model via Xcode command line tools. Also in RealityKit you can use .reality format (use it for a much faster uploading time) and .rcproject format that can be exported from Reality Composer app. These two file formats allow you store not only PBR shaders and animation but also a dynamics.
Please, read this post for further details.
I have a newbie-questions regarding a 3D model I want to use in an AR App (with sceneform). The model itself is in .fbx format and I have 5 textures or maps (as .jpg files) for opacity, metal, roughness, base color and normal. Importing the .fbx model works, but I have no idea how to assign the textures to it. According to the documentation (https://developers.google.com/ar/develop/java/sceneform/custom-material), I need a .mat file. And that's my problem, how to create one. Manually or automatically. Where to start? Any idea/direction/good reading on the topic is helpful. Thank you in advance!
Convert model to .sfb using sceneform plugin or using .gltf extension.
On converted model or on model with .gltf extension, you can add texture on model pragmatically, there is a sample project for doing this on the following link
https://medium.com/temy/dynamic-textures-in-sceneform-98d7a2d35406
i implemented this in java. i hope this help you.
You only need a custom material (and a mat file) if you want to create an own shader for your model. Setting your different maps will be done in the *.sfa file. Just use the Android Studio Sceneform plugin and import your FBX model. It will automatically create a SFA file and you can set your maps there. An overview about which maps can be set for an FBX model can be found here.
I have a requirement to display an interactive 3D model (the client supplies few FBX files) in one of the screens in a native Objective-C/Swift app.
I know that there's a possibility to work with Unity/Cocos3D but then the entire app will have to be Unity/Cocos3D based. In my case the app has to be native and only one screen (one of the tabs in the tab bar controller) should integrate the 3D model that the user can move/rotate etc.
Thanks.
The FBX SDK is available on iOS and I wrote a little tutorial to demo how to use it here. However, the FBX SDK does contain a viewport/canvas for displaying FBX file on any OS. For displaying FBX you would need to create your own view. There is couple of solutions you can use here:
without programming, you can use the 'FBX Review'. This tools is free and designed to display FBX, DAE, OBJ, ... files
you can implement your own viewport/view such as an obj view like I did here, but it would probably need to be rewritten. I wrote it overnight for a hack, so it needs to be optimized.
you use the iOS SceneKit library which would be a better approach than implementing your own view.
If you go with option 3 above, you can use Unity to export a Collada (.dae) file for importing into SceneKit thru the collada exporter. You can buy the exporter on the Unity Asset Store directly; there's one for Unity 5.x and one for Unity 2017.
I'm developing an iOS app with augmented reality using Qualcomm Vuforia and I have difficulty in understanding how to create 3D models from Blender (or other softwares). All the examples use .h files with the coordinates of the vertices to generate i.e. a teapot.
I can not find documentation useful for me.
Is there a tool to convert .blend or .obj files to .h (OpenGL ES)?
thanks
I developed a script called mtl2opengl that does exactly what you need, based on the project obj2opengl. The script works with .obj and .mtl files, which I think can be exported straight from Blender, and produces .h files with vertex data. I use it extensively in my iOS augmented reality applications (though I haven't used the Vuforia SDK yet) and the accompanying resources include a sample Xcode project too. Hope it helps!
You should check out BlenderVuforiaExport (developed by a coworker of mine) here:
https://github.com/StickyBeat/BlenderVuforiaExport
It exports objects from Blender to the same .h-format used in the Vuforia example project.
I don't know much about vufoia, but here are two answers about using blender to get 3d models and displaying them on iPhone. These may help you.
How to get proper number of vertices in OBJ file from DCC tools such as Blender for use in OpenGL ES?
Put a Cinema 4D model and Texture into an iPhone App
I'm creating a game application from scratch with xcode for iOS, and I've use the OpenGL Game projet template to create mine.
I've searched a lot in the past few days, but I can't find any tutorials or example as to how I would load 3D model (via .obj files) in my application. I've found some documentation on loading them onto an app with a console script, but I need to do it programmatically.
Any help would be very appreciated
Also, my 3D models are created using blender
The future will be here momentarily — SceneKit, available in OS X since v10.8, will be in iOS 8. It can build and render a scene with COLLADA (.DAE) models directly. No need for third-party tools or code, nothing complicated to learn.
Apple's documentation is pretty good but if you prefer then other tutorials are available.
OpensceneGraph has support for iOS and a lot of prebuilt code which can help you develop the game. It supports loading OBJ models.
I recommend to use an Engine (like isgl3d, nineveh, Cocos3D, ...) for creating a 3D game, it will be hard if you use Opengl for a start.
Note: you can search for a list of game engine to choose the suitable one for you game, cause there is a lot of game engine, open-source or paid engine.
You can download the zip file from here and then run ./obj2opengl.pl 3DModel.obj in terminal .It will give you 3DModel.h file as output.
You need to use glDrawArrays instead of glDrawElements as the .h file contains array.
Obj files are simple to parse and are well described on wikipedia. You should be able to load them in one or 2 hours. But if you want to load the materials you need to invest some more time in your engine and into loading the obj file.