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Reply to Xcode 12 Framework: 'Double-quoted include in framework header, expected angle-bracketed instead'
i had this issue all day today. i tried all kinds of things so not 100 percent on how i fixed it but, my project was on icloud and the framework project that gave me the issues was on my local drive. i moved the framework to the folder adjacent to my project on icloud and it worked. i might of had the framework paths wrong and not looking into the original framework location but the paths are very hard for me to grasp :P
Oct ’23
Reply to Apple's Choice: USDZ over Other 3D File Formats like GLTF
apple chose it because it's a good format. it is also open source and extensible, i don't see how gltf is more flexible. also i never ran into any 3d program that focuses on it. usd also allows for cross discipline collaboration on the same file at the same time. you can have artists, sound designers, programmers etc all working on the same file at the same time. security had nothing to do with. there aren't any limitations.
Jun ’23
Reply to Filtering an Array
just force unwrap your title since it is required for Recipe it should be safe filteredRecipes=filteredRecipes.filter{$0.title!.contains(searchingFor)} but it would be better if you define the property title as not optional instead.
Jun ’22
Reply to Access child components in USDZ with XCode?
crap. this stupid site removed everything i had typed before i was finished. anyway. i never used realitykit. but it seems you can access your hierarchy like this modelEntity.model.mesh.contents.isntances, where instances is a collection (meshInstanceCollection) and you can access the members by string subscript which is the name of the nodes as a path name. for example modelEntity.model.mesh.contents.isntances["Vase_FP/mod(i can't see this in your screengrab)/FP2"] or you can iterate through the meshInstanceCollection with its methods mentioned in the documentation. there is also modelEntity.model.mesh.contents.models, but it came up with no visible descriptions on my console so i don't know what it does. anyway, i hope this gets you closer. edit: yes you had to go in the nested components, which is .model
Mar ’22
Reply to How do i get multiple UV Channels into SceneKit from Cinema 4D?
what i got so far, i hope it helps others. you can edit USD, OBJ and DAE files to add extra uv channels manually. not ideal but you can. all of them involve having duplicate geometry each with the set of uv channels you want to merge the easiest to change is the USD file. open file in text editor and copy these 2 sections from the other mesh objects texCoord2f[] primvars:st int[] primvars:st:indices paste those in the mesh object you want to add them to. they will need unique variable names, i just add numbers like this texCoord2f[] primvars:st2 int[] primvars:st2:indices save file and done for OBJs there is only one section per map but there are more numbers to change you'll want to copy the section "# 88 texture coordinates", the lines look like this and there are many of them, vt 0.419371 0.134602 0.000000 vt 0.410308 0.142855 0.000000 paste that at the end of the mesh and change the vt to be unique for every texture map like this, vt2 0.419371 0.134602 0.000000 vt2 0.410308 0.142855 0.000000 DAE files are the most versatile but harder to judge how the maps relate. as with USD there are 2 sets to copy but sectioned of in tags
Feb ’22