I am trying to build a website where I would like to render the USDZ 3D model on the browser without the AR feature. The user should be able to interact with the 3D model using a pointing device (mouse). If the user wants to see the 3D model in AR she/he can do so by loading the page on a compatible device where the 3D model can be projected in AR.
I am looking for an answer to how to display the USDZ 3D model on the browser without the AR feature.
USDZ
RSS for tagUSDZ is a 3D file format that shows up as AR content on a website.
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I have a single fbx model with several animations(idle, walk, run, eat......), but after I convert it to usdz format, I can only play 1 animation, where can I find other animations and how can I play them, or USDZ doesn't support it yet?
Thank you.
Cyan
Hello Dev Community,
I've been thinking over Apple's preference for USDZ for AR and 3D content, especially when there's the widely used GLTF. I'm keen to discuss and hear your insights on this choice.
USDZ, backed by Apple, has seen a surge in the AR community. It boasts advantages like compactness, animation support, and ARKit compatibility. In contrast, GLTF too is a popular format with its own merits, like being an open standard and offering flexibility.
Here are some of my questions toward the use of USDZ:
Why did Apple choose USDZ over other 3D file formats like GLTF?
What benefits does USDZ bring to Apple's AR and 3D content ecosystem?
Are there any limitations of USDZ compared to other file formats?
Could factors like compatibility, security, or integration ease have influenced Apple's decision?
I would love to hear your thoughts on this. Feel free to share any experiences with USDZ or other 3D file formats within Apple's ecosystem!
Hello Apple community,
I hope this message finds you well. I'm writing to report an issue that I've encountered after upgrading my iPad to iPadOS 17. The problem seems to be related to the Quick Look AR application, which I use extensively for 3D modeling and visualization.
Prior to the upgrade, everything was working perfectly fine. I create 3D models in Reality Composer and export them as USDZ files for use with Quick Look AR. However, after the upgrade to iPadOS 17, I've noticed a rather troubling issue.
Problem Description:
When I view my 3D models using Quick Look AR on iPadOS 17, some of the 3D models exhibit a peculiar problem. Instead of displaying the correct textures, they show a bright pink texture in their place. This issue occurs only when I have subsequent scenes added to the initial scene. Strangely, the very first scene in the sequence displays the textures correctly.
Steps to Reproduce:
Create a 3D model in Reality Composer.
Export the model as a USDZ file.
Open the USDZ file using Quick Look AR.
Observe that the textures appear correctly on the initial scene.
Add additional scenes to the model.
Navigate to the subsequent scenes.
Notice that some of the 3D models display a pink texture instead of the correct textures (see picture).
Expected Behavior:
The 3D models should consistently display their textures, even when multiple scenes are added to the scene sequence.
Workaround:
As of now, there doesn't seem to be a viable workaround for this issue, which is quite problematic for my work in 3D modeling and visualization.
I would greatly appreciate any insights, solutions, or workarounds that the community might have for this problem. Additionally, I would like to know if others are experiencing the same issue after upgrading to iPadOS 17. This information could be helpful for both users and Apple in addressing this problem.
Thank you for your attention to this matter, and I look forward to hearing from the community and hopefully finding a resolution to this Quick Look AR issue.
Best regards
In previous versions of Xcode, there was a simple option under Editor > Convert to .scn when a .usdz file was selected. I am unable to find this option anymore as all I see when selecting a .usdz file is "Previous Page", "Next Page", "Play", "Pause".
Please provide some insight on how to convert a .usdz file to .scn in Xcode 15. Thanks!
Kacey gave a great discussion of USD Fundamentals using a Chess Set as an example. Is there a link to the complete set of usda files used in the example?
tag: [wwdc2022-10129]
I have a Entity which is loading a USDZ asset.
let modelName = "example.usdz"
guard let modelURL = Bundle.main.url(forResource: modelName, withExtension: nil) else {
fatalError("Failed to find model file: \(modelName)")
}
let videoEntity = try! Entity.load(contentsOf: modelURL)
Now i am creating a video Material using AVPlayer, VideoMaterial
let asset = AVURLAsset(url: url)
let playerItem = AVPlayerItem(asset: asset)
let player = AVPlayer()
let material = VideoMaterial(avPlayer: player)
And adding Video material to a sphere
videoEntity.components.set(ModelComponent(mesh: .generateSphere(radius: 1E3), materials: [material]))
But I want a mesh of my 3d model as shape.
Any Possible Ways to Achieve This.
I am trying to use my animated model in XCode with SceneKit. I exported my model from Maya with Animation Data in .usd format, then converted it to .usdz with Reality Converter. When I open it in XCode viewer it is animated and everything is fine. However when I try to use it in my app it doesn't animate. On the other hand, when I try with the robot_walk_idle model from Apple's example models, it is animated. Maybe I am missing a option in export settings. Thanks for any help.
import SwiftUI
import SceneKit
struct ModelView: View {
var body: some View{
VStack{
SceneView(scene: SCNScene(named: "robot_walk_idle.usdz"))
}
}
}
Hello fellow developers,
I am currently exploring the functionality of the UsdPrimvarReader node in Shader Graph Editor and would appreciate some clarification on its operational principles. Despite my efforts to understand its functionality, I find myself in need of some guidance.
Specifically, I would appreciate insights into the proper functioning of the UsdPrimvarReader node, including how it should ideally operate, the essential data that should be specified in the Varname field, and the Primvars that can be extracted from a USD file. Additionally, I am curious about the correct code representation of a Primvar in USD file to ensure it can be invoked successfully.
If anyone could share their expertise or point me in the right direction to relevant documentation, I would be immensely grateful.
Thank you in advance for your time and consideration. I look forward to any insights or recommendations you may have.
In reality composer pro, when importing an USDZ model and inserting it into the scene, reality composer pro will remove the material of the model itself by default, but I don't want to do this. So how can reality composer pro not remove the material of the model itself?
Hey everyone, I'm running into this issue of my USDZ model not showing up in Reality Composer Pro, exported from Blender as a USD and converted in Reality Converter.
See Attached image:
It's strange, because the USDz model appears fine in Previews. But once it is brought inside RCP, I receive this pop up, and does not appear.
Not sure how to resolve this multiple root level issue. If anyone can point me in the right direction or any feedback, all is much appreciated! Thank you!
I have a USDZ model called 'GooseNModel' in the visionOS App project. I'm sure that this model contains an animation, so I wrote the following code to display the model with animation:
import SwiftUI
import RealityKit
RealityView{ content in
if let GooseNModel = try? await Entity(named: "GooseNModel"),
let animation = GooseNModel.availableAnimations.first {
GooseNModel.playAnimation(animation)
content.add(GooseNModel)
}
}
But when I ran it, I found that it did not contain animation as I imagined, but a static model. How to solve it?
Hello,
I'm exporting a 3D model with a shader created in Reality Composer Pro's Shader Graph to a USDZ file for viewing in QuickLook.
Once exported, the USDZ file in QuickLook appears without the shader material.
When I import the file back into Xcode, the material renders properly.
Is it possible to publish MaterialX shaders to be viewed in QuickLook?
Hopefully it is, because it seems the push to MaterialX and USDZ is supposed to be for universal support :)
Any guidance is appreciated!
Load usdz file with realitykit, change pbr to customaterial like describe here: https://developer.apple.com/documentation/realitykit/modifying-realitykit-rendering-using-custom-materials -> Model texture look smaller when preview and on iOS device than use preview on Mac or Blender
Step to reproduce:
clone repo: https://github.com/ngocdv95/realitykit-demo-scale-bug
Open project bellow
View preview usdz file in usdz folder
Open ContentView file, open SwiftUI preview
Look preview: first it load usdz file, everything correct, wait 3 second (code line 74), material change and texture look smaller.
I am generating a USD file with RealityKit and ARKit. I want to, within the same app, open the USD file and display it as if it was a USDZ file. For the user to see, without having to send it to another device.
Is this possible?
Thanks
USDZ is not getting the job done for AR on ios. Are there plans to utilize WebXR in future versions of ios for phones and ipads, so that developers might leverage all the capabilities that the GLB file format provides? By embracinng WebXR, Android is providing a much better environment to build AR experiences.
As content creators, we would like to support all of our users with a common code stack and workflow. Thanks for any insights.
Hi guys,
I thought I make a visionOS test app with the Apple's native robot.usdz file.
My plan was to rotate limbs of the robot programatically, but while I can see the bones in previous Xcode versions and in Blender, somehow I can not reach them in Xcode 15.3 or Reality Composer Pro.
Has anyone any experience with that?
Hello All -
I'm receiving .usdz files from a client. When previewing the .usdz file in Reality Converter - the materials show up as expected. But when I load the .usdz in Reality Composer Pro, all the materials show up as grey. I've attached an image of the errors I'm get inside Reality Converter, to help trouble shoot.
What steps can I take to get these materials working in my Reality Composer Pro project? Thanks!
Hello!
I have a few questions about using RealityKit on iPadOS and Mac Catalyst.
I currently have a model in Cinema 4D that has no materials added to it. I need to add a couple of simple materials to everything.
My goal is to move my model from Cinema 4D to my RealityKit app. The model can load fine in the app. However, I'm having issues with the materials.
First, when I export from Cinema 4D as a USD, the materials don't seem to come with it. I thought materials came with the model. I just get a pink striped model (no materials), which is not ideal. So, that crossed out making materials in Cinema 4D for me.
Here's a test model with materials added:
Here's what it looks like when exported as a USDA in Reality Composer Pro. It looks the same when exported as a USDZ:
I checked materials when exporting from Cinema 4D, so I don't know what I am doing wrong. So, I thought of another idea instead of making materials in Cinema 4D.
What if I used Apple's new Reality Composer Pro app to add materials to my model? You can add physically based materials or even custom shader materials with nodes.
I thought that would work, and it does. When I export the model as a USDZ with physically based materials, they appear fine and work in my app.
However, what about custom shader materials?
Whenever I play with a custom shader material and apply it to my model, I am left with problems.
Look at this image. This is my model in Reality Composer Pro with two types of materials added from the app. The water and sand on the beach are created with physically based materials in the app. No nodes. The gold/metal ball is created with a custom shader material with nodes. Looks fine, right?
When I drag an exported USDZ of this into my Xcode project, it even looks good in the Xcode preview of the file under Resources. (Note I am not adding the USDZ as an . rkassets as Apple suggests as .rkassets folders are only available for visionOS. This is an iPadOS + Catalyst app.)
However, when I run the actual app, only the physically based materials actually display correctly:
Besides the lighting in the scene, the physically based materials look good. However, the metal ball that used a custom shader material? It looks gray.
Why? How can I fix this?
I guarantee this is not a problem with my app or its lighting setup etc. I tried loading a custom shader material in a visionOS simulator and it worked! But, not for this.
I know Reality Composer Pro seems to be very focused on visionOS right now, but this is still just a USDZ file. Why aren't these custom shaders working?
I've been working on this problem for at least 24+ hours, so I've tried as much as I could imagine.
I thought Reality Composer Pro would be good to do textures in as it would be less error prone when moving the model over to Xcode, compared to moving materials from Cinema 4D to Xcode, and I kind of proved that with my second photo.
For RealityKit on iPadOS + Catalyst, how should I be applying materials? What am I doing wrong?
P.S. Yes, this is a nonAR project with a virtual camera, which is possible for RealityKit.
Thanks for the help! :)
I captured my office using 3D Scanner and get a USDZ file.
The file contains a 3-D Model and a Physically based material.
I can view the file correctly with texture on Xcode and Reality Composer Pro.
But when using RealityView to present the model in immersive space. I got the model in whole black.
My guess is my Material doesn't have a shader graph?
Does anyone caught into similar issue? How to solve it?