How to import 3d character with animation in mac application. - objective-c

I created a 3d model with some animations in maya. I want to use it my mac application. One way I know is to export as dae file and use this. But most of time my dae file is not being exported and i get warnings as "null not supported by collada". is there any other way to use these models in app or how can I fix this error while exporting .dae file.

first of all it seems like something is wrong with your model if you can't export it.
Also please add some information about the app which should then import the model. Probably you think about the SceneKit which already supports the Collada file format. But there exist other libraries to which can be used for other formats. Take a look here: Recommended file formats and graphics libraries for importing 3D model into OpenGL/C++ project? and here: http://assimp.sourceforge.net/

Related

What is the Recommended 3D file type for maximum render quality in react native ViroReact

I am starting a new project using react native and ViroReact, and I was wondering what 3D object file type should I use.
I have some .fbx modules how ever Viro cannot render them without using the ViroFbx script to format them to vrx type.
I tried this, however my modules broke in the scene.
would appreciate any help in the matter,
thanks.

Convert - GLTF/STL/OBJ file formats to U3D file for PDF page

I am trying to add three.js based 3D objects to a PDF page. It seems there are no direct exporters available to do that. So I am trying to do the below thing,
Convert the gltf/stl/obj files to U3D files
Add the .u3d file to PDF page.
I am trying to do the below process and I am not sure whether this approach is possible. It will be a great help if there is any support available to do any one of the below conversions. Also if you know any other possible approaches, kindly update me!!
Input formats output format
GLTF
OBJ U3D
STL
(any
three.js supported
3D formats)
Thanks.
There are few options available to export the three.js graphics to a PDF ( static content not a dynamic U3D assets)
Static contents
Get the rendered data from the three.js webGL renderer / canvas renderer using toDataURL("image/jpeg"), change the MIME type to JPG/PNG and add the resulting stream as an image to PDF ( this worked for me)
example - https://plnkr.co/edit/Ty8BZaDcflCJH5tH?preview
Like the above approach we can use three.js svgrenderer to export the renderer contents into a SVG data stream, which can be added into the PDF ( textures, mesh may not be 100% reproduced)
The legacy API - "threejs-pdf-renderer" can be used to directly export the three.js animations to a PDF. We don't need any other dependencies to create the PDF. But this is a legacy API which uses legacy three.js version, lot of effort needs to be done to make the API to be compatible with the latest three.js version.
example - https://satheeshks10.github.io/ThreejsPDFGenerator/
Dynamic 3D contents
We can export the three.js animations into a U3D file (no direct support is available as for now), this U3D file can be directly embedded into PDF.
example - https://tetra4d.com/pdf-samples/

Importing new Animations to a Existing Character from Blender to Unreal Engine

So I'm building a game and I've run into this problem.
I built a character from scratch in Blender with 5 animations.
I successfully exported the .fbx file and implemented it in Unreal engine.
There are no errors and the game works fine, all 5 animations working.
I now need to add more animations to the character. It's here I'm a bit confused.
I built 5 additional animations in Blender saved the .fbx file but when I try to import it to unreal I get a message saying successful reimport, but the new animations don't show up in the unreal engine file browser.
I am trying to avoid having to rebuild the animation blueprint from scratch. Is there any way I can add animation to unreal and use them with the same character.
I've looked up animation retargeting but is doesn't seem to be working in my case. I have not tried everything but i'm looking for solutions online and keep running into dead ends. Can anyone please help or point me to the correct direction i will be greatful.
The entire project was built in blueprints. There is no Custom C++ Code.
When you import the animation fbx files there should be a dialog box asking you which skeleton you want to apply the animation to, in most cases this should be enough for targeting the animation to the specified skeleton. You just want to make sure all of your skeletal meshes are targeting the same skeleton.
To answer my own question, you simply ensure the Root bone in Blender is named something other than "Armature" and export it as .fbx file. Import it in Unreal using your existing Skeletal Mesh.

Convert three.js to Adobe 3D-pdf?

Is there way to convert three.hs as U3D to 3D pdf?
I want to export assembly I have as three.js to 3d pdf based on tree structure (children of children).
Is it possible?
Something opposite to Convert Adobe 3D-pdf to WebGL?
We have lately done some experiments ObjExporter (amended to also export the container colors). By the same method you can also import STL Files, but then we have not found a way to transfer the colors.
The obj/stl file are then transformed to U3D files with Meshlab.
These U3D files then can be transformed with miktex/latex into 3D pdfs(see here). The system also can run on a server with some batch script.

Correct way to export Ogre from Blender into jmonkeyengine?

I'm learning Jmonkeyengine and I'm still at about the same stage as in this question where I ask about loading models
Enabling materials and textures for OGre 3D model in jmonkeyengine?
Now I looked more at Blender and now at least I can get the basic usecase to work, export to Ogre 3D from Blender and then loading it in jmonkeyengine. But for more advanced models with textures, it won̈́t work.
I'm trying to load an Ogre 3D into jmonkeyengine but I think the conversion to Ogre format is not working. I can open the model in Blender but when I try to export it all I can get is a .scene file and no .mesh.xml
Could you tell me what I'm doing wrong?
For instance opening this model in Blender and exporting it to Ogre doesn't work for me.
For what it's worth: after hours of trying to figure out why JME wouldn't locate the materials, esp. when using submeshes, turned out you need to rename your material file to .material. If you use more than 1 material, append all material files to that one file.