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I am testing the code with Swift Playground app on the macOS (from App Store), seems to work but the "image" comes as icon.
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UPDATED 10 March 2022: Apple seems to release new version of Reality Convert that works again with Blender GLB! Released March 7, 2022 Build 1A51 Compatibility macOS 11.3 or later
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With latest macOS Monterey, the path is failed again even if I use USD.command Error: failed to import pxr module. Please add path to USD Python bindings to your PYTHONPATH
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Ok, after updating to the latest XCode 13 beta, this issue disappear...
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I am running it on MacBookPro 2017 mid and getting the same error ... oh no 🙈   Model Name: MacBook Pro   Model Identifier: MacBookPro14,3   Processor Name: Quad-Core Intel Core i7   Processor Speed: 2.8 GHz   Number of Processors: 1   Total Number of Cores: 4   L2 Cache (per Core): 256 KB   L3 Cache: 6 MB   Hyper-Threading Technology: Enabled   Memory: 16 GB
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In my case, even with Arguments Passed, I am getting error: `Using configuration: Configuration(isObjectMaskingEnabled: true, sampleOverlap: RealityFoundation.PhotogrammetrySession.Configuration.SampleOverlap.normal, sampleOrdering: RealityFoundation.PhotogrammetrySession.Configuration.SampleOrdering.unordered, featureSensitivity: RealityFoundation.PhotogrammetrySession.Configuration.FeatureSensitivity.normal) 2021-06-10 11:33:13.182288+1000 HelloPhotogrammetry[3003:285460] Metal API Validation Enabled Error creating session: cantCreateSession("Native session create failed: CPGReturn(rawValue: -11)") Program ended with exit code: 1`
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Wait... did you say if the AR animation / video is longer than 10 seconds, it would playback on ARQuickLook? So far I manage "video playback" to run as video texture inside XCode app.
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Still monitoring this issue, I think we might need to wait. Reality Converter app is still at 0.62. That one need an update. While latest USDPython was in April 2020. I tested USDZConvert with 0.64 just now, ARQuickLook is not displaying Blendshapes animation. Is the AR things being postponed?
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After --audio you gotta specify PATH and FILENAME, not just FILENAME. usdzaudioimport /Users/MrX/Desktop/test/monkeyhead.usdz /Users/MrX/Desktop/test/monkeyheadx.usda --audio /Users/MrX/Desktop/test flush.caf -auralMode spatial -playbackMode onceFromStart And so far it works for me if I use USDA, then convert to USDZ. Unfortunately Reality Composer does not seem to read the embedded sound. But however, XCode might be able to load the sound ?
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Replied In Video To USDZ
If you mean using Video Texture? Currently I believe it can only be possible to assign video as texture for 3D via XCode as an app. Not USDZ.
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And still the embedded audio is not showing on Reality Composer, however it does playback on ARQuickLook, in loop.
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Keep getting error like this when directly using usdz output:Warning: in _AssetLocalizer at line 698 of /Users/sergei/repos/USD/pxr/usd/lib/usdUtils/dependencies.cpp -- Failed to resolve reference @gumpop.mp3@ with computed asset path @gumpop.mp3@ found in layer @/tmp/usdzupdate/assetB/assetB.usdc@.bash-3.2$ usdzaudioimport /Users/jimmygunawan/Desktop/assetA.usdz /Users/jimmygunawan/Desktop/assetAX.usdz --audio /Users/jimmygunawan/Desktop flush.caf -auralMode spatialInput file: /Users/jimmygunawan/Desktop/assetA.usdzOutput file: /Users/jimmygunawan/Desktop/assetAX.usdzWarning: in _AssetLocalizer at line 698 of /Users/sergei/repos/USD/pxr/usd/lib/usdUtils/dependencies.cpp -- Failed to resolve reference @flush.caf@ with computed asset path @flush.caf@ found in layer @/tmp/usdzupdate/assetA/assetA.usdc@.bash-3.2$ usdzaudioimport /Users/jimmygunawan/Desktop/assetA.usdz /Users/jimmygunawan/Desktop/assetAX.usda --audio /Users/jimmygunawan/Desktop flush.caf -auralMode spatial -vmy solution is to output as usda, then convert to usdz, then it works..maybe the audio import does not like slash
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Have you figured this out? Very likely you want to have the asset ready with animation for your app. If it is going to be an AR, you can take advantage of Reality Composer app and USDZ (animation easy to deploy). This will work for iOS 13.
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In Reality Composer, you simply select the Object Anchor, and then specify the .arobject right?
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What did you trigger the animation with? Inside .rcproject for example you can attach behaviour so it plays animation when scene start or when tapped.I tested just now using XCode, loading the rcproject, and it works without issue.