Comments (14)
Nothing published yet. Stay tuned.
from gltfkit2.
It will certainly be nontrivial, partially because of the number of features to be implemented, and partially because RealityKit has a bias toward USD(Z). What use cases do you have that aren't addressed by Reality Converter?
from gltfkit2.
USDZ may be the way to go, but we are dealing with user generated content that will need to be converted to USDZ. The ecosystem for this doesn't seem great. It seems like most of Apple's investments are going to RealityKit so I'm concerned starting a new project with SceneKit.
from gltfkit2.
Same here, we produce massive amount of gltf with custom data embedded in "extra". We run apple's usdconvert CLI on our server to convert gltf to usdz, which would strip away those extra information or any custom gltf extension.
A full fledge gltf loader for realitykit would be a great add on to the entire realitykit ecosystem.
from gltfkit2.
I would echo @issacclee regarding extensibility in glb. We need to support custom vertex attributes and while I'm not sure if this library currently supports them I know the format does and that it could be added. USDZ on the other hand will not be extensible.
For our use case we currently only need geometry + hierarchy + custom vertex attributes.
from gltfkit2.
I would echo @issacclee regarding extensibility in glb. We need to support custom vertex attributes and while I'm not sure if this library currently supports them I know the format does and that it could be added. USDZ on the other hand will not be extensible.
For our use case we currently only need geometry + hierarchy + custom vertex attributes.
It seems like RealityKit do expose great deal of low level api for us to write a GLTF loader...do you have any ideas on that? Although I'm not a swift guru, but I'm certainly willing to help.
Also, checkout this repo https://github.com/schwa/SwiftGLTF
from gltfkit2.
Jonathan's project is definitely worth a look, and the code is tidy, but it's far from complete. I've begun looking into this myself, and I have a rough idea of how to go about this, but it's going to take quite a bit more work.
from gltfkit2.
@warrenm thats awesome! Any chance you have that in a branch. We may be able to test and contribute improvements.
from gltfkit2.
from gltfkit2.
Initial support for RealityKit conversion available in 50ea450.
Basic usage is:
let asset = try GLTFAsset(url: assetURL)
if let scene = asset.defaultScene {
let rootEntity = GLTFRealityKitLoader.convert(scene: scene)
let worldOriginAnchor = AnchorEntity()
arView.scene.addAnchor(worldOriginAnchor)
worldOriginAnchor.addChild(rootEntity)
}
Feedback welcome.
from gltfkit2.
Initial support for RealityKit conversion available in 50ea450.
Basic usage is:
let asset = try GLTFAsset(url: assetURL) if let scene = asset.defaultScene { let rootEntity = GLTFRealityKitLoader.convert(scene: scene) let worldOriginAnchor = AnchorEntity() arView.scene.addAnchor(worldOriginAnchor) worldOriginAnchor.addChild(rootEntity) }Feedback welcome.
That's excellent work, I'll look into it later today and see what I can contribute.
from gltfkit2.
@warrenm I'm getting a fatal error while unwrapping an optional nil value using this file. Apologies for the size, I don't have a smaller repro ATM.
The exception throws at this line
from gltfkit2.
With this pull request the model load! #28
from gltfkit2.
At this point we're well on our way to supporting RealityKit conversion. In the interest of being able to track individual problems as they arise, and file PRs against them, please create new issues with any problems you encounter. Thanks for the discussion so far!
from gltfkit2.
Related Issues (20)
- The problem with transparency of the model HOT 6
- Display of KHR_materials_transmission HOT 17
- Model broke app HOT 13
- Support for SPM HOT 7
- Texture coordinate sets are not mapped deterministically to SceneKit geometry sources HOT 5
- Skinned, morphed, normal-mapped models have incorrect lighting in SceneKit HOT 15
- Add Mac Catalyst Xcode Destination HOT 3
- Building for 'macCatalyst', but linking in dylib (Cocoa.tbd) built for 'macOS' HOT 1
- Crash when loading animation HOT 4
- GLTFAssetReader convertBuffers crashes during asset loading HOT 8
- GLTFRealityKitLoader bad material rendering on some GLB Files HOT 19
- Crash when converting model containing 8-bit sparse accessor indices HOT 3
- How to use GLTFDracoMeshDecompressor need example HOT 5
- GPU instancing extension support? HOT 5
- Temperance bone direction HOT 4
- Inquiry Regarding Privacy Compliance HOT 1
- Add support for anisotropy in RealityKit converter
- Apple new Privacy manifest files In May HOT 4
- Broken surfaces in RealityKit HOT 3
- App crashes on iOS 15.x device stating dyld[7200]: Symbol not found: HOT 4
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from gltfkit2.