So a creative person on my team wants us to use SceneKit's built in material functionality to render 3D objects within our project, which is currently built in GLKit. I'm trying to figure out a way to do it. Is it even possible? Are there any specific conflicts I should be looking out for? I'm a little lost on this one so if you have any links to sample projects that use the two together that would be amazing. Thanks!
Okay so I talked to someone at Apple and apparently you can use glkit elements with scenekit but not the other way around due to scenekit dependencies. Looks like someone's going to have to do a refactor. Womp womp.
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I'm making JS application which allow to create SVG Diagrams.
Some thing like that: https://app.dgrm.net/
And problem that I don't know how to build controls system. There are a lot of actions: drag, resize, select, change text, hover and etc. And all that stuff is related and there can be conflicts. It's not a problem to implement everything, but code will be bad and messy. And we have a lot of applications with the resolved problem and I don't want to reinvent the wheel.
The Question is: How to organize this stuff? Maybe there are some good articles or a pattern.
Also want to notice that I don't need technical advices, I need to figure out a design.
Also I explored source code on github of similar projects but I'm not sure if they used "right" option.
I wanna know if it's possible or if anyone already worked on this function.
Basically what I want to do is using the Assimp library to import FBX& Animation inside, when import the FBX file there is an Animation inside, but don't really know how to use this Animation to convert what I can use to trigger it.
Is anyone have any idea about it, thanks in advance
Using the Assimp library in UE4 is fairly straightforward. Copy the dll into “YourGame/Binaries/Win32 or Win64/” on Windows for example, and then you need to import the includes header source, which you can do in the main game library or create a separate plugin for it. Then under your Build.cs file add the line PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "assimp-vc140-mt.lib"));
The steps are the same if you want to create a separate plugin for it. As far as the animations go UE4 is using fbx in the background, so I can tell you from experience that you can get vertex transforms and apply them directly to UE4 mesh. I would look into using UProceduralMeshComponent for this though, that is what it's made for.
The Unreal Forums have a couple guides on doing exactly this.
I am working to a simple mobile game (the github link is below).
I copied most of the game mechanism from a blog and tried to edit it to make it prettier. Now i would like to add scenes but in Corona tutorial it looks like you have to edit all the code hence i can't do that because i don't know what many functions do. Is there a way to create scenes without editing the code but simply adding a few lines?
P.S. if there is a good good Samaritan here and he want to edit it for me i leave my github link
https://github.com/valeriova96/JumpJump.git
as far as I know, you can do this in native android or iOS but it will be harder for you to do that because it needs more knowledge on Corona, if you tell me what you want to add or edit, maybe I can help you
We have about 17,000 3D models (folders including DAE files + textures) and we're trying to use the bake functionality on all of them so we can use these 3D files in production (models look better with baked textures).
Is there any way we can automate this process without importing every model in Xcode and doing it manually? E.g. a command line tool?
Apple's Model I/O framework has classes with methods like generateAmbientOcclusionVertexColorsWithRaysPerSample which I thought might be helpful but I just can't figure out how to use this framework correctly to save these options as an SCNScene to a file. It makes it even harder since I don't have that much experience with 3D files so everything looks like gibberish to me.
I am working in a multiple developer native iOS app project.
Both developers need to access and modify UI elements so which one do you think is better to use; Storyboards or Xibs? I read some documents and some of them put Xibs over Storyboards as Storyboards can have lots of conflicts on merging the UI components but xibs have more independent structure.
Do you know any tools or appropriate ways to do that?
Our approach for now is to use 'multiple storyboards' and cut them clean so that the developers wouldn't need to modify each others storyboards. What do you think about this approach?
Thanks,
E.
I won't go too deep into it, but both are fine. Especially if you do it in Xcode 5 and above, the format of xib/Storyboard file is much more version control friendly.
Use Storyboard if the interaction in your applications are quite simple and linear. Use xib files if many elements are reusable. Check out this answer for more in depth explanation.