Anyone having issues with Reality Converter by Apple. Mainly, when I add an .obj file, it’s able to display the white object. However, when I go ahead and add a texture .png files into the Materials folder, nothing gets updated. I end up with a plain white 3d object (even after restarting/exporting).
The only way it works is if I upload a .gITF folder, where it will actually add in the textures/color.
Not sure if this is a glitch? Or if I’m doing something wrong?
In order to apply a texture to .obj file you need not only a texture file but also its inseparable companion .mtl file (Material Template Library) – a special material definitions file for .obj.
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I am trying to convert an .fbx file to a .dae (Collada) file. I have tried using an application for this called FbxConverterUI, however when I drag the Collada file into Xcode it doesn't load all of the animations, meshes and textures from the .fbx file. I use Blender to create the .fbx file. I did try to export it in Collada format from Blender however only a single animation loaded with multiple copies of that one, the animation was also different than how I keyframed it so I bumped into exporting it in .fbx which was loaded correctly when I imported it back into Blender to check that the .fbx format would work.
I lastly tried to export it in usdc and obj but I wasn't bothered with obj because it filled my desktop with like 100 files, the usdc didn't work either because there was not textures or colour and no animations, just a white mesh.
If you could explain how I could convert .fbx to Collada with all of the animations, textures and mesh stays the same that would be great. Or if there is another way to export it in Collada (from Blender) with it working properly. Any other methods that work which you suggest me do would be amazing.
Thanks.
In case you need some kind of guidance, this are my "prefered" export settings from Blender (v.3.0) when it comes to animated models - and I usually had success with it. I am using a separate DAE File for the Model, including the rig - and for the animations I create separate DAE files, containing only the animation, that can be applyed to the node containing the rigged model using SCNAnimationPlayer. (do not convert the those type of DAE files to SCN files using XCode - this may break the file in some cases)
There are many more settings to tweak. (in my example picture anything else is left default)
Keep in mind: This is for SceneKit. For other rendering engines, things may vary.
I use a .scn file in my iOS application to make a shoe appear in 3D.
To find its true texture, I configure it Shading on Constant from SceneKit Editor.
Today, I want to bring up this shoe from Safari AR Quick Look.
So I convert my .scn file to .usdz from XCode.
The Shading is on Physically Based. And we can observe a degradation of the texture which becomes very degraded!
From SceneKit Editor, I reconfigure the Shading of my .usdz on Constant, save the file and it doesn't work.
It is set up again on Physically Based when I open it again…
Have you encountered this problem?
Do you know a solution to force the writing of the .usdz file on Constant shading?
I create my 3D object from Realty Capture by inserting .jpg photos and export the Mesh as an .obj file with just the Diffuse .jpg file
Thank you for your help !
We have been using Model derivative translation to convert our textured mesh obj files to svf format to display in the forge viewer for many months now. For the past 3 days, the translation results in a weird mesh in the viewer. If we use meshlab to open our obj files, they look perfectly fine.
Have there been any updates? Is there something we can check?
Used meshlab to view the obj file to make sure our texture model is OK.
Attaching snapshot of the OBJ model viewed in viewer.autodesk.com
Update May 29th:
Looks like the issue is fixed. This problem was similar to Translation of zip file (contains object and material file with different colors) results to a viewables of single color.
I noticed the .mtl file that gets exported along with my .obj exports isn't something I'm required to directly load when using Three.js, but I was wondering if the library loads it silently if it can find it in the same directory that it pulls the .obj from. I noticed in a directory where I didnt include the .mtls, the textures didn't map to my models, and I'm trying to understand what importance they have to Three.js if any. Does three.js load the .mtl file silently? Are they necessary at all for mapping textures?
Does three.js load the .mtl file silently?
No. If you just use OBJLoader, any related MTL files are ignored and default materials are applied. You have to use MTLLoader like demonstrated in the following example to load any material definitions. As you can see in the source code, you essentially perform two request. You first load the MTL and then the OBJ file.
https://threejs.org/examples/webgl_loader_obj_mtl.html
Are they necessary at all for mapping textures?
No, texture coordinates are defined in the OBJ file. So you can load the OBJ and apply a texture manually after loading like shown here:
https://threejs.org/examples/webgl_loader_obj.html
I'm trying to integrate a animated 3D character in a Web navigator.
I use MakeHuman 1.02 to create a character which I import in Blender 2.74 in .mhx format.
I retarget to a BVH using the MakeWalk plugin for Blender. It's for the motion.
When I try to export the character in .json format (three.js), the following error appears :
MakeHuman is not a valid mesh object.
A mesh object is an object that we can modify properties or vertices, isn't it ?
I try others format like .dae format (collada) but it seems that the navigators doesn't find the skeleton and the textures of the character (even if they are in the same directory) necessary for the character's motion.
How to get the character like a mesh object ? Or somebody knows another process to success ?
Like Erica pointed out, you need to have a mesh selected to export it. The problem with this is it doesn't seem to work if you have multiple meshes. Only one will export. This is a problem when using MakeHuman because their clothes are separate meshes.
One way to fix this is to select all meshes and combine them into one (I believe that's CTRL + J). However, you'd have to somehow merge all your texture files into one big one and I have no idea how to do that.
What I do is to export the entire scene. Then it doesn't matter what is selected. All meshes get exported. You can load it using either the ColladaLoader, which I would recommend since you're retargeting to a BVH (worked great for me), or the new ObjectLoader.
If you have your own Scene object on the page that you want to use, you can still load the scene created by the exporter, traverse it to get the items you care about, and add those items to your scene that will display on the page.