We have some models that were created in the 3D modeling program, SketchUp Pro and we exported that model as a Collada file (.DAE). However, after exporting the model, we’ve noticed that some of the faces of the model are missing and thus their textures are not being applied.
Is this a rendering issue with Three.js? We're importing our models into A-FRAME, the web framework that Three.js is built on top of.
If anyone has run across this issue before, is there a way to correct it?
When I view the exported DAE file in Preview on the Mac, the model's faces are completely intact with no issues.
Related
I have images that are in .scn format and I would like to view them. I generally use tools like ITK SNAP and slicer 3D.
This is probably not related to SceneKit. Several tools use the scn file extension (for instance the Godot engine also uses it for 3D scenes).
I dont know anything about medical software, but a web search seems to indicate that Image Lab from Bio-Rad uses the .scn file extension for images.
You can use SOFA framework to view medical 3D images in .scn format
I got 3D model from my graphic designer on .dae file format. When I was trying to open this model in the Xcode – the Xcode app was crashed.
After I see this problem, my graphic designer tried to convert 3D model from .fbx and .c4d to .dae with different methods, but it's not helped. We used 3ds Max, Blender, Cinema4d for converting to .dae file format.
I need to use this 3D model for ARKit project.
This is our
model look in MacBook Preview on video
Correct 3D model on .fbx format.
I want to build a 3D design program, just like tinkercad. However in this program user can create keyframes and play animation through a timeline in UI.
This is nothing new, many desktop applications can do this (e.g Blender, 3DSMax, AfterFX...). However, I couldn't find an example project or anything that comes handy in documentations. Is it possible to make it happen in three.js?
Have a look at GreenSock's GSAP, it is a general purpose HTML5 animation library, which can easily be applied to a three.js project. This is a tutorial about creating Timelines using GSAP
You might also want to check out the Under Neon Lights editor which uses Frame.js
I created a sceneKit game project in Xcode. In the art.scnassests folder there's an included 3D model and texture. I can see the texture fine but the 3D model doesn't appear in the editor. I even added my own 3D models which the editor doesn't preview. I know they are there because if I run the app the model is in the app.
I tried restarting, create a new project, installing Xcode 8.3.3 instead of using 9.2 but I still can't get a preview. I need the preview for obvious reasons and also when I try to create a particle system the preview for this dent work either. (The preview does however work for the included texture.png)
SceneKit Editor is not previewing your model because by default it doesn't have any texture set. You can assign the different channels of the texture or at least the diffuse attribute to preview your model. Thanks
I come from an iOS/OS X background and now use Unity3D a lot.
I would like to know if there is a way to create a UI in a separate scene in Unity and include that UI in multiple other scenes? Much like loading the same view from a xib in Xcode.
Turns out there are quite a few ways to do this (see comments on question).
Prefabs
DontDestroyOnLoad
SceneManager additive loading (my choice).