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Our Motion Capture app is not working properly anymore on iOS 16.1. Existing app builds crash on iOS 16, so we are forced to deliver a build targeting iOS 16. But the iOS 16 app build has the issue that the feet of the character are always oriented vertically! I observe the same issue when running the body detection sample app from Apple by using devices with A12 and A13 chip. Is this a bug in iOS 16 or has the app code to be adapted for iOS 16?
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WWDC21 announces the support of more body poses and gestures for processor A14. Furthermore rotations are more accurate and you can track these movements from a larger distance. But what are the improvements for devices with processor A12 or A13? Do they also benefit from any improvements when using ARKit 5 and iOS 15?
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WWDC21 announces the support of more body poses and gestures for processor A14. Furthermore rotations are more accurate and you can track these movements from a larger distance. But what are the improvements for devices with processor A12 or A13? Do they also benefit from any improvements when using iOS 15?
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by Uscher.
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At WWDC 2019 and in the demo project body tracking data is applied to the robot model robot.usdz. I want to use a custom 3D character model. But there is no specification how to rig the character model in order to be compatible with the RealityKit implementation. The only information I found is the statement at WWDC "the model must follow the same structure of robot.usdz". And I can view the joints when I open the robot model with XCode.Since Apple does not provide a specification about the 3D character model. Does anyone know- what is required (i.e. what does RelalityKit read) and what must be the same (e.g. naming, orientation)?- a rig tool which by default provides the required set of joints?- a workflow how to set up a character model? (e.g. import robot.usdz with Mulitverse in Maya, replicate on a new model, export as fbx, convert with RealityConverter to usdz)
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