How can I export a simple falsified Maya model for use in Scenekit?

I am trying to experiment with the SceneKit example in Apples Fox (link below) by adding a model with simple animations like "panda.scn" and "walk.scn properties".

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I can create a static model without joints or animations that works: for example. In Maya (2017), I add a simple sphere by exporting the selection to the FBX_DAE (COLLADA) file, dragging it to the project in Xcode and converting it to the SCN file. Then I can drag this model to "level.scn, position and scale it as expected Id".

However, as soon as I add animation or joints to my model, I lose the ability to position and scale the model in Xcode.

Maya , , . SCN XCode ( , ), , - . XCode xyz , . , , . , panda, node - .

, "walk.scn" , - . , DAE , , walkAnimation. , , .

FBX_DAE, (, Maya ? - , .)

Maya SceneKit. .

:

: https://developer.apple.com/library/content/samplecode/Fox/Introduction/Intro.html

Maya : http://pat.net/misc/ball1.mb DAE Maya : http://pat.net/misc/ball1.dae

UPDATE:

Mnuages ​​ , SceneKit, . , , , , SceneKit . ( , , ).

# 2:

- , : 1) , "bake animation" DAE Key- > Bake Animation. 2) , DAE SCN. SCN, , .

+5
1

, joint1 joint1-anim. , joint1 , , , .

, , joint1-parent, joint1 joint1-parent, joint1-parent joint1.

, pSphere , . , , .

+3

Source: https://habr.com/ru/post/1666795/


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