The document "xxx.dae" could not be saved - xcode

EDIT: As of Xcode 11.1 everything is working.
I'm adding a 3D model originally downloaded from Sketchfab, to my ARKit application. The model does show up in my scene, though it has no material applied. No matter what I do, the file in my Xcode project is un-savable.
The original file from Sketchfab comes down in .obj format. After unzipping, I import it in Blender, update the origin and export it as a .dae. The file's owner and group changes in each step of the process and I am taking steps to ensure it is my user and group who has ownership of the file.
The current file permissions on my .dae file are "-rwxrwxrwx#" I am unsure how much more permission I can give. The # means extended file permissions which is common for Xcode project files.
It would be amazing if I could apply my textures, normals and get on with my project.

close all xcode.take dae file to separate folder.Open dae file in xcode you can save without problem.

Related

Scene Limit Exceeds: Triangles

Recently try to develop using decentraland sdk. I have downloaded some assets from sketchfab and copy those files into my decentraland project.
However, when I click start the project using dcl start. After rendering, I saw a warning message on the browser rendering page. How can I fix that?
Scene Limit Exceeds: Triangles(1918731/10000)
Thank you very much.
This is due to the Entity importing from the .glb file have too many "faces". By open the .glb file in blender, you can modify the .glb file and decreasing the amount of "faces" (eg. make a low-poly version for it).

How do I import .obj or other models files into p5.js

So What I want is an .OBJ file in my plane Sim that is the main simulator(The plane), I make a small cube to test if it will work, and when I try to insert the file. It does not give me an option to load it.
I first tried this when looking at TheCodingTrain's tutorial, in the tutorial, when adding a new file, there was a Dropbox where he could insert the file he wanted, but I use the standard p5.js web editor format and it does not give me the option or Dropbox, and when I type the name of the file, It tells me that It does not except the .OBJ file type.
It's difficult to understand your question since you don't link to the CodingTrain tutorial in question and the references to "Dropbox" (a totally separate service that you could use to host files, but not necessarily load them in a p5.js sketch) are very confusing.
However, uploading files and loading 3d models in the p5js web editor is quite straightforward:
Expand the "Sketch files" panel
Click the down arrow menu in the top right of the "Sketch files" panel
Select the "Upload file" option
Either Drag and Drop your .obj file or click to open the file browser and select it.
Here's an example
Ok, now I know why this was not happening, it seems that I was not logged in when I am uploading my files, I always log in only to save my projects before my classes end.

Is there any way to load FBX file using ARKit?

In my project I'm positioning 3d files using ARKit. I'm able to load .dae and .obj format models.
Is there any way I could load .fbx files?
Updated: 14th January, 2023.
Info about .FBX conversion you can find HERE.
ARKit is not capable of loading 3D models in a scene. It's a job for SceneKit or RealityKit. However both frameworks don't directly support .FBX file format. You can implement a reading of .FBX file format via ModelIO but it's a real challenge for any developer, because you need to figure out how to deal with hierarchies, materials, lighting, animation, etc.
The best way to prepare your model to work in SceneKit and RealityKit is to convert it into .USDZ file via usdzconvert command found in Xcode's command line tools. To convert .FBX file into .USDZ just execute the following command in Terminal:
usdzconvert ~/Desktop/fileName.fbx
There are also additional flags for applying render passes generated in 3D package:
usdzconvert fileName.fbx -diffuseColor albedo.png
-opacity transparent.png
-metallic chrome.jpg
-roughness rough.jpg
-normal bump.png
-occlusion ao.jpg
-emissiveColor emit.png
-clearcoat varnishing.jpg
-clearcoatRoughness ungloss.png
To use this command line conversion tool, download USDZ Tools from Apple developer resource and FBX Python SDK from Autodesk developer resource. Don't forget to setup a global variables in macOS.
If you prefer GUI, use Reality Converter app.
June 2020
To convert FBX to USDZ you need the usdzconvert utility from Apple. To get it to work, read the install instructions carefully.
You will need both the "FBX Python SDK" and the "FBX Python Bindings" from here.
Please note that the current (June 2020) version of the FBX Python SDK is 2020.1, so you'll have to change the following line in USB.command
# export PYTHONPATH=$PYTHONPATH:/Applications/Autodesk/FBX\ Python\ SDK/2019.0/lib/Python27_x86
to
export PYTHONPATH=$PYTHONPATH:/Applications/Autodesk/FBX\ Python\ SDK/2020.1/lib/Python27_ub
To use usdzconvert, double-click /Applications/usdpython/USD.command and type usdzconvert into the terminal that opens up.
That's it!
You can download Reality Converter app from Apple. This allows converting fbx to usdz.
Try using AssimpKit to use your fbx file in a SceneKit scene.
AssimpKit currently supports 29 file formats (including fbx) that allows you to use
these files directly in SceneKit without having to convert these to
any of the files that SceneKit or Model IO supports thereby saving an
extra step in your asset pipeline.
Other supported file formats:
3d, 3ds, ac, b3d, bvh, cob, dae, dxf, ifc, irr, md2, md5mesh, md5anim,
m3sd, nff, obj, off, mesh.xml, ply, q3o, q3s, raw, smd, stl, wrl, xgl,
zgl, fbx, md3
You cannot use FBX directly in XCode/Scenekit (or at least not yet).
You need to convert the file ether to .obj or (what I prefer) .dae
Using i.Ex Blender as conversion tool works usually without any issues.
Then you can, if you desire, convert it to a .scn file from XCode directly. (according to Apple a .scn file has a smaller size and loads faster)

Arkit: Editing a Scene file (.scn)

I have Arkit sample code that I've compiled and it works great. I'd like to know if there's any way I can edit one of the included .scn files to inscribe text on the object. Perhaps within Xcode or another tool?

How to add header file of 3d object into cocos3d?

I created the .h file from a 3d object that was made in Blender. I want to use this object in cocos3d but i'm not sure where i need to import the file and reference it to be visible in the application?
If your exporting a .h file from Blender, you would need to write your own file reader to use this within in cocos3D.
Cocos3D already has native support for the PowerVR POD file format so the ideal solution is to instead export your 3D object as a Collada POD file. You can then run the Collada2POD convertor.
A Cocos3D guide for Blender to PowerVR POD is available on Bill Hollings website

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