collada

Including textures when exporting from Blender to COLLADA/.dae format for use in SceneKit

╄→гoц情女王★ 提交于 2019-11-28 18:01:36
I am able to export meshes created in Blender for use in SceneKit by using the COLLADA/.dae format - however no textures show up on iOS device. Also, Preview on OS X won't open any COLLADA file exported from Blender - yet the sidebar preview does show the mesh. What are the options needed at export to make this work? FlippinFun Create a scnassets folder first (not required but useful) Create a folder on your desktop and give it an extension of ".scnassets" Put your collada(.dae) file along with any textures you will be using in it. Drag the folder into your project and save as copy like usual.

how to convert .dae to .scn files in SceneKit

浪尽此生 提交于 2019-11-28 16:40:51
This is a screenshot from Apple's Fox sample code. As you can see, they use .scn file format for graphics object. They explicitly state in the wwdc2015 video that this was done by an artist. So far I only worked with .dae and was until recently convinced that this is the only supported format. My question is, how do I export objects stored in .dae file to .scn file? EDIT: this is what I get if go to Editor-> Convert to SceneKit scene file format (.scn) Exporting the .dae is unnecessary; you can place the object directly into a .scn file: Create the new .scn file in the .scnassets folder, then

Load uncompressed collada file using iOS Scene Kit

佐手、 提交于 2019-11-28 11:48:00
问题 I need to load a collada file I downloaded on iOS, I intend to use Scene Kit to do it. But reading the documentation I found out that XCode compresses the collada files on compilation time, and Scene Kit can only load the compressed files. After some research I ran into this article where the author was able to find the scripts XCode uses and compress the files using them. The problem is that I'm not being able to run them on my server. So my question is: Is there any other way to load

Xpath fails if an element has a a xmlns attribute [duplicate]

☆樱花仙子☆ 提交于 2019-11-28 07:55:26
问题 Possible Duplicate: xPath finds nothing but * Im trying to use xml to parse a .COLLADA file. The problem is I can't seem to use xpath() to access elements if the root tag has a xmlns attribute. For example this works: $string = <<<TEST <?xml version="1.0" encoding="utf-8"?> <COLLADA version="1.4.1"> <library_materials> <material id="Material" name="Material"> <instance_effect url="#Material-effect"/> </material> <material id="Material2" name="Material"> <instance_effect url="#Material-effect2

How can I export DAE files for use in Scene Kit without seeing “untitled-animations”?

ぃ、小莉子 提交于 2019-11-28 03:43:33
I am trying to load animations created in Cheetah 3D and Blender 3D into Scene Kit, but all I get is a bunch of "untitled-animations" with each one being the same animation. Does anyone know how to properly export these from Blender or Cheetah 3D so that Scene Kit can use them? FlippinFun I dug into this because it was annoying me too. All of the "untitled animations" are individual animations for each bone. You can get the id from the attributes inspecter in the panel on the right side of xcode. Using swift like so, you can get your animation. let urlOfScene = Bundle.main.url(forResources:

Including textures when exporting from Blender to COLLADA/.dae format for use in SceneKit

|▌冷眼眸甩不掉的悲伤 提交于 2019-11-27 10:59:11
问题 I am able to export meshes created in Blender for use in SceneKit by using the COLLADA/.dae format - however no textures show up on iOS device. Also, Preview on OS X won't open any COLLADA file exported from Blender - yet the sidebar preview does show the mesh. What are the options needed at export to make this work? 回答1: Create a scnassets folder first (not required but useful) Create a folder on your desktop and give it an extension of ".scnassets" Put your collada(.dae) file along with any

Extracting vertices from scenekit

旧巷老猫 提交于 2019-11-27 04:25:45
问题 I'm having a problem with understanding scenekit geometery. I have the default cube from Blender, and I export as collada (DAE), and can bring it into scenekit.... all good. Now I want to see the vertices for the cube. In the DAE I can see the following for the "Cube-mesh-positions-array", "1 1 -1 1 -1 -1 -1 -0.9999998 -1 -0.9999997 1 -1 1 0.9999995 1 0.9999994 -1.000001 1 -1 -0.9999997 1 -1 1 1" Now what I'd like to do in scenekit, is get the vertices back, using something like the following

how to convert .dae to .scn files in SceneKit

限于喜欢 提交于 2019-11-27 00:14:13
问题 This is a screenshot from Apple's Fox sample code. As you can see, they use .scn file format for graphics object. They explicitly state in the wwdc2015 video that this was done by an artist. So far I only worked with .dae and was until recently convinced that this is the only supported format. My question is, how do I export objects stored in .dae file to .scn file? EDIT: this is what I get if go to Editor-> Convert to SceneKit scene file format (.scn) 回答1: Exporting the .dae is unnecessary;

Three.js Collada - What&#39;s the proper way to dispose() and release memory (garbage collection)?

倖福魔咒の 提交于 2019-11-26 04:25:47
问题 I\'ve successfully imported a .dae scene via ColladaLoader. The problem is, I need to switch between several .dae files. I can\'t seem to implement the dispose method properly. dae.traverse(function(obj) { console.log(\'unloading \' + obj.id); scene.remove(obj); if(obj.geometry) obj.geometry.dispose(); if(obj.material) obj.material.dispose(); if(obj.mesh) obj.mesh.dispose(); if(obj.texture) obj.texture.dispose(); }); scene.remove(dae); What could I be possibly doing wrong? Thanks so much in