I am having success converting .usdz models to .dae using Xcode. However I eventually want the file formats to end up as .glb / .gltf.
I'm using blender to encode .dae into .glb, also a tool made by Khronos group here. https://github.com/KhronosGroup/COLLADA2GLTF
The problem is that the Xcode .dae output is a .dae file and a folder of .png texture files. Xcode can read this just fine and reconstitute the original .dae however blender seems to be incapable of using these texture files and same with the Khronos CLI converter. Using these tools, the .dae shows up without textures, colorless and only constituted in shape based on 3D coordinates.
Does anybody know how to use this folder of texture .png files to render color to a blender .dae?
Ultimately I want to convert .usdz to .glb / .gltf and this is the way I have found, but I'm running into this hiccup. Google search did not improve the hiccup, hence my question here.
I've been experimenting and have found another way you can possibly do the conversion to GLB outside of Blender. Basically, as you have found you convert the .usdz to .dae using Xcode - which results in a .dae file with a folder of textures (.png's). If you now zip the file and the folder together - rename the .zip file ending to .zae. Now take this .zae zip file and go to https://products.aspose.app/3d/conversion you can convert the zip file to GLB. Once you have the GLB file, test it out in Scene Viewer and you should now have the colours, textures etc. on the model. I have had a few issues on one model, namely not all the textures seem to be there, majority are but a few more detailed elements are missing. ie. I have a 3D Framed Artwork model, the black shiny frame, the brown paper backing, and the art colour background are fine but the details of the artwork are missing! Very weird. The Artwork itself is just in one texture file as a .png together with the other files for metallic, colours, etc. and it shows correctly in photoshop or viewer. Also the DAE file shows correctly in preview. Just when it's all brought together in GLB it is missing some detail. Kind of 80% sorted though. Hope this is of help!! And I also hope I have saved another fellow human being from tearing out the remainder of their hair...lol
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I've watched some tutorials on how to add images to an object in blender. There are different ways to do it but I choose to do it as the following: with UV image editor and making a material and after that a texture for the image.
This is how it looks in blender as rendered, the front and back view:
I need this blender project to be exported to a .obj file so I can use it for an AR project in ENTiTi, but no matter what I Do, the rectangle will be empty when exported to .obj
Material and texture preview:
Can you guys please help me because I can't find a solution on google or youtube. I made a **google drive directory with the blender file, .obj file and the images:
https://drive.google.com/drive/folders/1WdspdKiK28vTmJVepi_FWb4Avs1pZOw5?usp=sharing**
Thanks a lot !
.obj format do not export the texture applied to the model, it should export the materials and texture in an .mtl file. You would need to apply the .mtl file to your .obj inside your development environment.
However, you could try to export to .fbx. I tried exporting your object to .fbx, for the reimporting to blender. Then the texture was applied correctly. ENTiTi has support for .fbx, so it should be worth a try
https://docs.blender.org/manual/en/latest/addons/io_obj.html
obj format do not export the texture applied to the model, it should export the materials and texture in an .mtl file. You would need to apply the .mtl file to your .obj inside your development environment.
Is there at least some way to get a picture of a .obj model without displaying the model ?
I have a lot of .obj models and I need to convert them to .png images.
I need only image without display anything
You don't really need libgdx for obj rendering. This can be done by either opengl, or some custom render libs.
Consider using this library written in c++ for obj rendering. Here's its description in russian
Do you need to do this in libgdx? I think you can also call blender via command line, let it render the scene and output to an image. Make a short bash script to do this for all .obj files in your folder.
If you do need to use libgdx, I think a good approach is to render to a framebuffer, then write its contents to a file.
I opened one PNG file in Inkscape and exported it as SVG. When I opened that file with notepad I came to know that the PNG file is embedded within it. If the conversion happened then the resulting file should have only SVG related tags. It shouldn't embed the image within it. Or Am I doing anything wrong.
Note: Save as option also producing the same kind of file. I am using Inkscape version 0.48 in Windows 7 - 64 bit.
This is a bit of an old thread, but it comes up early in Google so I thought I'd contribute something.
In Inkscape, you must do a trace to change the image into SVG. Look at the Path | Trace bitmap menu item and play with the options on that screen.
After creating the trace, you can remove your source image and have a pure svg in your saved file.
I've found it helpful to create layers in Inkscape and move the source image to one layer and put the trace on another layer to let me make quick comparisons using the 'hide layer' buttons.
BTW, your source image can be anything - bmp, jpg, png, etc.
A .png file is a raster image file. In order to convert it to a vector graphic based format like .svg and have it be "native" svg rather than an included image you are going to either have to use a program that can rasterize it or in Inkscape trace the bitmap and turn it into paths. Inkscape provides information on tracing: http://inkscape.org/doc/tracing/tutorial-tracing.html
I want to create a plist from a SpriteSheet using Zwoptex, I've got the spriteSheet(1 Png file with all the sprites I need) and I would like the Plist to be showed as If there were many frames. (I dragged a sprite sheet with 3x4 sprites in it) but I don't have the individual sprites to drag them, do you by any chance know any program that will cut the spritesheet for me to drag them into Zwoptex or is there a way that Zwoptex can Identify each sprite in the sheet? And get the frames like this
Frames
HumanUp1
...etc
HumanUp2
...etc
HumanUp3..etc etc
...etc
MetaData
instead of
Frames
HumanWalkSpriteSheet
* ...etc
MetaData
etc...
Thanks for your time!!
AlfredSpriteUnlocker can help you extract images from your spritesheet.
Here is tool: SpriteSheet-Unpacker
This works for png sheet. For pvr, just open source and change .png to .pvr
https://github.com/gongpengjun/SpriteSheet-Unpacker
You need to extract the sprites from png then import those sprites to Zwoptex.
I can recommend this software for your problem, but first I would suggest to check video of this software and then go for it.
Softwares: https://store.bluegamerzstudio.com/downloads/spooky-spritesheet-extractor-and-merger/
I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android).
I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/src/com/badlogic/gdxinvaders/RendererGL20.java it reads .obj file for the model and RGB565 format .png file to apply a mipmapped texture to it.
What is the best / easiest way for me to create these files?
I understand .obj files are generated by a bunch of tools (I installed Blender, Wings3D and Kerkythea so far), but which ones will be the most user friendly for someone unfamiliar with 3D modelling?
But more importantly, how do I produce a .png file with the mipmapped texture? The .png I looked at ( https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/data/ship.png ) seems to include different textures for each of the faces, probably created with some tool. I browsed through the menus for the 3 tools I have installed but didn't find an option to export such a .png file. What am I missing?