arkit

Adding animation to 3D models in ARKit

萝らか妹 提交于 2020-08-22 06:58:39
问题 In this video an object is given an animation to hover around the room when placed and then when tapped it gets dropped down with another animation. How can I add this kind of animations in my project? Is adding an already animated object the only way? Thank you https://youtu.be/OS_kScr0XkQ 回答1: I think the hovering up and down is most likely an animation sequence. The following animation sequence for a hovering effect will work inside the first drop down selection function. let moveDown =

How to record video in RealityKit?

好久不见. 提交于 2020-08-21 20:02:57
问题 I have a RealityKit project in Xcode and I want to record the ARView . I considered ReplayKit, but that is for screen recording, I want to record only the ARView with its camera feed. I considered the open source project ARVideoKit by AFathi but that doesn't support RealityKit... something about different rendering paths. I have found a Medium article which describes how to implement a recording feature in an ARKit app, but the problem is that it requires the method: func renderer(_ renderer:

How to record video in RealityKit?

点点圈 提交于 2020-08-21 19:59:20
问题 I have a RealityKit project in Xcode and I want to record the ARView . I considered ReplayKit, but that is for screen recording, I want to record only the ARView with its camera feed. I considered the open source project ARVideoKit by AFathi but that doesn't support RealityKit... something about different rendering paths. I have found a Medium article which describes how to implement a recording feature in an ARKit app, but the problem is that it requires the method: func renderer(_ renderer:

How to record video in RealityKit?

柔情痞子 提交于 2020-08-21 19:57:29
问题 I have a RealityKit project in Xcode and I want to record the ARView . I considered ReplayKit, but that is for screen recording, I want to record only the ARView with its camera feed. I considered the open source project ARVideoKit by AFathi but that doesn't support RealityKit... something about different rendering paths. I have found a Medium article which describes how to implement a recording feature in an ARKit app, but the problem is that it requires the method: func renderer(_ renderer:

High-Quality Rendering – RealityKit vs SceneKit vs Metal

拟墨画扇 提交于 2020-08-21 06:48:26
问题 I'm new to iPhone app developing, though have experience in graphics programming in OpenGL. I'm creating an iPhone app that I intend to display realistic/high-quality renders within AR. Whilst experimenting with these 3 options, I'm still unsure which of them I should go forward with developing my app's framework around: SceneKit, RealityKit and Metal. I've read that SceneKit is built on top of Metal, but I'm not sure whether its worth the time/effort programming any custom shaders as opposed

Swift: Obtain and save the updated SCNNode over time using projectPoint in scenekit

与世无争的帅哥 提交于 2020-08-20 05:14:55
问题 I am trying to use projectPoint to get the 2D information of the updated SCNNode in scenekit and save them. Based on ignotusverum's suggestion, I am able to save the SCNNode in to a path in a button. var lastPosition: CGPoint? func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) { guard anchor == currentFaceAnchor, let contentNode = selectedContentController.contentNode, contentNode.parent == node else { return } for (index, vertex) in vertices.enumerated

Flip ARFaceAnchor from left-handed to right-handed coordinate system

人盡茶涼 提交于 2020-08-19 10:47:10
问题 After some testings by printing faceAnchor.transform.columns.3 , digging in SO: ARFaceAnchor have negative Z position? and Apple's documentation: ARFaceAnchor, I realized that the z axis is actually flipped and it is not the right-handed coordinate system as in the documentation. The ARFaceAnchor claims the coordinate: the positive x direction points to the viewer’s right (that is, the face’s own left), the positive y direction points up (relative to the face itself, not to the world), and

Flip ARFaceAnchor from left-handed to right-handed coordinate system

二次信任 提交于 2020-08-19 10:47:05
问题 After some testings by printing faceAnchor.transform.columns.3 , digging in SO: ARFaceAnchor have negative Z position? and Apple's documentation: ARFaceAnchor, I realized that the z axis is actually flipped and it is not the right-handed coordinate system as in the documentation. The ARFaceAnchor claims the coordinate: the positive x direction points to the viewer’s right (that is, the face’s own left), the positive y direction points up (relative to the face itself, not to the world), and