Is it possible to use exported collada camera movement in a three.js scene?
In other words: can three.js handle collada camera movement?
Thank you!
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The model created in 3dsMax with parametric animation (rotation around the axis) was exported to the .dae format, but when used in Augmented Faces on iOS - the animation does not work at all.
With what settings/animation features do you need to export models to .dae format in order for the animation to work?
I'm building a 3D app that uses SceneKit. My scene will have various 3D objects and a moveable perspective camera.
The user can load a 2D image into the scene, which I will display on a 3D plane using the image as the material.
What I need to be able to do is to initially show the image as if it were actually 2D, where the pixel width and height are the same as the image and it is not distorted by the camera perspective. So basically I need to know how to position that plane in relation to the camera to make it look 2D.
Thanks in advance for any tips :)
It's not clear where you are getting stuck.
If you're just looking for where to start, look at SCNPlane and SCNBillboardConstraint.
I do not know SceneKit, so what I suggest might not be doable in the specific program, but could you perhaps use an orthographic camera perspective? It removes a lot of the visual depth from a scene, combining that with some flat lighting might accomplish the look you are going for.
I am learning aframe VR framework, studied all the tutorials and examples I can find, but I could not find an example to call web camera and put a 3d component like a sphere in the camera video scene like pokemon go does, anybody has a pointer about this or can give me a clue?
There are a couple A-Frame components providing support for webcams:
https://github.com/flysonic10/aframe-passthrough
https://github.com/jesstelford/aframe-video-billboard
Both include instructions for getting started.
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.
Once the graphic designer provides the .dae file, I have a requirement to crop the certain portion of it using scene kit.
Like in http://www.osgart.org/index.php/Clipping_Planes , I want to achieve the same using scene kit. What are the different ways to achieve it?