Hello guys,
In WWDC 2015 - Session 606 - Enhancements to SceneKit there was an Fox example project which is available to download.
Can anyone say what is the correct collada file setttings when exporting model with skeletal animation from 3D tool into .dae file? For example in the demo project there is a "walk.scn".
I used 3D tool (Cheetah3D) to make a simple model with simple skeletal animation and export it in .dae, but I can't get my model to be animated on the scene.
If I use non skeletal animation in 3D tool and export it in .dae then model animation on the scene works perfect.
Maybe someone succeed with exporting model with skeletal animation using another 3D tool like Blender?
dropbox.com/s/ly8sof6y5px8wwo/Logan.zip?dl=0
It's not a simple cube it's a fully rigged human with the animation converted for xcode compatibility. It's in dae format so you can open it in cheetah, but it should work fine in xcode as is.
If you still need it to be a simple cube I'll try to get on that later today but this model was already built, rigged and animated from a project I have on the back burnder at the moment. The model was built in Makehuman, imported to Blender, animated in blender (using the cmu .bvh motion capture files and edited to fixate the model location and keep it's feet above the floor), then the animation was run through ConvertToXcodeCollada and placed in an scnassets folder in the project. The project this is part of is written in swift (which I hate) so if you're not familiar with swift any code I could provide may not be terribly helpful. The code I listed above assums the models are converted to scn. files. In the scenekit scene editor go to editor->convert to to scenekit scene file format(scn)