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Particle burst with exact amount of particles
Hello dear forum, I need to emit an exact amount of particles from a SCNParticleSystem in a burst (this is for an UI effect). This worked for me perfectly in the scene editor by setting the birthrate to the amount and emission duration to 0. Sadly when I either load such a particle system from a scene or creating it by code, the emitted particles are sometimes one less, or one more. The first time I run it in the simulator, it seems to work fine but then amount of particles varies as described. video: https://youtube.com/shorts/MRzqWBy2ypA?feature=share Does anybody know how to make this predictable? Thanks so much in advance, Seb
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Sep ’24
USD to scenekit conversion removes normals
As the title suggests, clicking the "Export to SceneKit" button indeed converts a USD to .scn but removes the normals in the process if the mesh has blendshapes. When I export the same file without any blendshapes / morphtargets, the normals stay on as expected. If I try to create normals in the scenekit editor (adding them as a new geometry source) Xcode crashes (no matter if there are blendshapes or not) I've tried loading the resulting scene with [SCNSceneSource.LoadingOption.createNormalsIfAbsent : true] but this doesn't change anything either. I suppose this is a bug? My last resort is to load my character without any blendshapes and then add the targets from a different scene. Thanks for any insight! seb
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Jul ’24