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vern
CustomerVery cool indeed!! Nicely done!
vern
CustomerYeah, unfortunately that is the structure that Apple put in place to detect when an app has AR capability. So there’s currently no way around having that structure until they change it in the future hopefully.
I attached a sample object that has morph targets from 3DS Max for you to test with your plugin. The sample is only using 3 morph targets. I mainly just want to see if it works in iOS AR after changing the morph targets.
Attachments:
You must be logged in to view attached files.vern
CustomerYes, I will definitely send an attached sample for you to check as soon as I get the chance for sure.
vern
CustomerAwesome I see you have full support for blend shapes!!
Would this work if the model was exported from 3DS Max using morph targets?vern
CustomerVery cool! @kdv77kdv
I also created a proprietary coded solution in Verge3D and that makes it so that fully configured/modified models/scenes will open and show correctly in AR for iOS the first time with a single button click, even on large models.
The key is to take the time it takes to download the USDZ file and times that by a factor of say 1-2 seconds. This is the amount of time to wait before triggering the ‘ar’ button click so that it will always work regardless of model size, and it’s efficient.
vern
CustomerThat’s awesome that you made a solution to start!
I plan on creating a solution to be able to use unlimited morph targets/blend shapes in the near future because most of my projects need several on each scene.
vern
CustomerLook inside of your app’s visual_logic.js file.
vern
CustomerYeah. I could create a solution through code for this so that morphed objects come through to be correctly shown in AR for iOS (Quick Look like you mentioned). I have a project that I’m working on that I want to get done first though.
I was hoping there’d be an easy solution. :/
vern
CustomerAlso this issue should only affect iOS, Android AR should work great with morph targets.
It would be awesome if there’s an easy fix that we just haven’t seen just yet.vern
CustomerYeah I hope they see this forum thread and reply to it too.
It looks like something I could make a solution for but would need to be through code. It’s something I will look into once I free up some time from my current projects.vern
CustomerI’m using 3DS Max 2022 and Verge3D 4.0.0 pre5.
vern
CustomerI’m still looking into this problem. It seems that USDZ files do not support morph targets. I’m looking to see if there’s still a way to send the morphed model to USDZ.
vern
CustomerI’m going to test it fully tomorrow but I think I see the problem already.
It looks like you have the AR button set up twice, especially if you copied from the Augmented_Reality demo.In the meantime try this:
1. Save all of the puzzles you have in your test to the library.
2. Start a new project using the base template (Standard Light template for example)
3. Add the saved puzzles to that new project and export your model from Blender to Verge3D.
4. See if it works as intended now.
Let me know your results.
vern
CustomerI get an error when trying to open or when trying to unzip your AR Test 2 folder that you sent.
Can you send it again as a .zip instead of a .rar folder?
Also be sure to check that you can download it from here once you add it because if you can’t than that means no one else can either.
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