Regarding .obj file creation in Augmented Reality - augmented-reality

Can anyone suggest me , how to generate .obj 3D image ? Is there any free tools available ?
I want to generate .obj files and use it in my silverlight augmented reality application.

.obj files are created originally from Alias WaveFront which was purchased by Maya
http://usa.autodesk.com/alias/
These should help you

Related

Load glTF model into RealityKit scene?

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.

Convert ( .obj / .fbx ) to .dae runtime which must support iOS SceneKit

I am facing trouble to find a way to convert .obj / .fbx to .dae (iOS scenefit Supported) automatically in background.
In python, it may be available to convert the file from .obj / .fbx to .dae file format. This process should run in background, immediately run after we will get .obj / .fbx file on server.
Here is the sample file, which we are trying to convert.
https://s3.ap-south-1.amazonaws.com/p9-platform/DAE/barware_s11624.obj
Please help me, if you have any suggestion.
Scenekit on IOS doesn’t support dae unless it was included in the app. So because of the “iOS Scenekit Supported” requirement there is no right answer, sort of. Although there are third party libraries (like https://github.com/dmsurti/AssimpKit ) to read and convert many 3d model formats, it won’t change the fact dae isn’t properly supported on IOS Scenekit .
That said, it is possible to convert OBJ to DAE in SceneKit using the following steps (in IOS 11.2 and later)
Load the obj file into a SCNScene.
Write the scene to a file with .dae extension using SCNScene’s writeToURL method.
That will create a .dae file SceneKit can support (but not directly, i.e. would need to be included in xcode or converted first) that starts with the following:
<?xml version="1.0" encoding="UTF-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<authoring_tool>SceneKit Collada Exporter v1.0</authoring_tool>
</contributor>
I would second the recommendation for using Assimp or AssimpKit (I’ve only used the former but the latter might be an easier starting point).
I believe the DAEs on iOS aren’t DAEs at all, they just left the suffix the same and the actual files are SceneKit archives. I’m not sure if the API to write them is exposed yet, but I think it might be now since Xcode is now willing to load DAEs and write out SceneKit archives (but it adds the “.scn” suffix, not “.dae”).
It’s possible that iOS SceneKit can just load “.scn” files — it won’t load true DAEs because the DEA-reading/writing framework was licensed from Sony and is HUGE and the iOS team just doesn’t want that giant ugly framework on its system.
Another option would be to just link the iOS app against Assimp — it can load a ton of formats natively so you could skip all the intermediate stuff. It’s not NEARLY as huge as Sony’s DAE library so it might be acceptable to ship it with your app.

iOS library to view 3D STEP files (.stp)

I already searched the web for a library I can use in my iOS project to show 3D STEP files.
...without success.
Does anyone of you know about a library that can show real 3D STEP files without converting them?
...or does anyone know of an App (that's available in the App Store) that can show STEP files without converting them into another file format before?
Appreciate your help!
Thx,
Dennis
Most STEP files contain BREP/NURBS geometry, which has to be converted to triangles for visualization with graphics libraries like DirectX, OpenGL, or WebGL. For open source, you may want to look at OpenCascade (OCCT and OCE), pythonOCC, FreeCAD, BRL-CAD, and STEPcode.

How to convert Blender blend (or obj) file to Qualcom Vuforia .h file

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

How to Export SolidWorks file to use in WebGL?

Is there a way to export or convert a SolidWorks file to be used in any way for WebGL?
Not sure where you want to go with this, but http://showwebgl.com/ (see http://plopbyte.net/2011/04/showwebgl/ for a brief description) will upload and display models in a variety of formats, and uses a WebGL framework called ogs.js. So you just need to convert your SolidWorks file to one of those.
A lot of WebGL frameworks accept Collada format. If you can't track these down, let me know.
Here is a Solidworks plugin which can export Solidworks models to a lightweight visualization format .pyd. This site has a webgl based pyd viewer to view published pyd file.
You can use the Collada export from the SolidWorks labs page. But you should consider simplifying your models before exporting them to Collada with a tool like Swap3D. This will decrease filesize dramatically. Export to Collada works much better when exporting a part instead of an assembly. So you should always consider saving an assembly as part.

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