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Discussion #1
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Hi Ashley, thanks for the heads up! That is great to hear 👍. I suspect that I have some issues because I have multiple versions of Python on my machine and it is linking to the wrong one. I'll add the note about QT5 to the README. If you are interested in helping out (and have the time), would you be able to convert these USDC files (from the AR Quick Look gallery from Apple) to USDA? It will help me get a better idea of how the USDA format is supposed to look so I can possibly remove unnecessary syntax. Many thanks in advance, Tim |
Hi Tim, Sure I can help out with that, just give me a couple of days . I’ve also set up my own online Quick Look gallery. I’ll be adding more 3D assets each week as I model them over the coming months. I also worked out how to create a USDZ animation today.... its tagged animated on my gallery. I did it using the usd ascii file with a reference obj asset. I really can’t thank you enough, alot of what you posted on this repo reallly filled in some missing bits of the puzzle for me. Regards, Ash |
Hi Ash, Awesome, thank you! Animation is a bit tricky because as you most likely have noticed as well is that the shadow is generated on the first frame and doesn't get updated throughout. It will require some creative thinking to make it less noticeable (they show a nice example on https://developer.apple.com/videos/play/wwdc2018/603/ at around 24:30 onwards). I'm very curious about the skeletal animation. That is great to hear 👍! Tim |
Thats right, the shadow gets referenced only on a single frame. Quick Look as a format certainly has its limitation, but still has its place in the scheme of things. My guess is most of the 3D authoring tools will release USDZ exporters. I know from a recent Cheetah3D discussion forum, the Developer Martin is willing to add USDZ support time permitting. |
Thanks Ash, I've had a look at the generated USDA files and it appears that the generated USDA file by I'll consider this ticket as closed. |
Hi Tim,
I’ve been working on building USDA animations the last of couple of days.
I’ve managed to do a few transform type animations working with PBR
textures. It’s quite labour intensive working in the ASCII file itself with
the usd. Yesterday I exported an obj sequence of a character from Cheetah
3D walking on the spot. I was able to able to load the sequence, but I
couldn’t work out how to do the timing of the sequence and change
visibility of each frame. With 10 frames the file was also 6 MB.... which
is getting a bit large for USDZ to load quickly. I thought an obj sequence
approach might eliminate the need for working out how to do the same using
the usd api.
Anyway, if I work out how to animate a character more easily will let you
know.
Thanks again for all your help.
Regards,
Ashley
…On Tue, 3 Jul 2018 at 3:04 am, Tim van Scherpenzeel < ***@***.***> wrote:
Closed #1 <#1>.
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Re-opening to keep the discussion in a single thread in case other people want to join the conversation in the future. There is some good information in here and I think it would be good to keep it in one place. |
I am joining here, although perhaps at this point there is not much to add. So far I have only manage to export OBJ that seems to link the Albedo map without issue. Other maps should work but apparently usdz_converter is not linking the map properly, depending on the OBJ. It is strange. But I am still reading some of little documentations, including what you have written here. Perhaps at some point somebody will actually make Blender Add-On. Perhaps with helps of Tim and Ashley here :] I saw some USDZ from Ashley, animated gears one is interesting. Ideally: So far, I can see there is plugins for Maya, Houdini, Katana, but not for Blender yet. I think I will try to study their Python tool to generate USDA (ASCII) and so the USDZ convertor then makes a bit more sense to pack it into a simple file for AR. |
Hi @enzyme69, Sound like great plans! I had the same issue with the One of the best starting points for me was to watch https://developer.apple.com/videos/play/wwdc2018/603/ which covers many of the oddities (like the pivot point or shadow baking on the first frame). |
Hi Jimmy, Have you looked at Alembic exporter from Blender? If its not listed as one of your exporters in Blender you should be able to enable it from add-ons. I was able get a simple translation animation exported to Alembic file and then using xcrun file.abc file.usdz worked to create the animation. |
With "animation", just now I am testing Alembic export from Blender and getting this error when converting the ABC into USDZ.
|
I've been getting these warnings below... but its still creating the
animation file. So just check usdz file to see whether its working.
Converting asset file 'steering_wheel.abc' ...
Warning: in _ReadXform at line 2984 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Ignoring transform that doesn't inherit at samples at time 0.041667 at
</SteeringIssue_fbx>
Warning: in _ReadXform at line 2984 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Ignoring transform that doesn't inherit at samples at time 0.041667 at
</Sky_Light>
Warning: in _ReadXform at line 2984 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Ignoring transform that doesn't inherit at samples at time 0.041667 at
</Camera>
Warning: in _PostUnsupportedValueWarning at line 215 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Unsupported visibility detected in archive
'/Users/ashleyjoyce/steering_wheel.abc'. Using 'kVisibilityDeferred'
instead.
Warning (secondary thread): in _ReadXform at line 2984 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Ignoring transform that doesn't inherit at samples at time 0.041667 at
</SteeringIssue_fbx>
Warning (secondary thread): in _ReadXform at line 2984 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Ignoring transform that doesn't inherit at samples at time 0.041667 at
</Sky_Light>
Warning (secondary thread): in _ReadXform at line 2984 of
/Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp
-- Ignoring transform that doesn't inherit at samples at time 0.041667 at
</Camera>
…On 6 July 2018 at 12:30, Jimmy Gunawan ***@***.***> wrote:
With "animation", just now I am testing Alembic export from Blender and
getting this error when converting the ABC into USDZ.
Warning: in _ReadXform at line 2984 of /Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp -- Ignoring transform that doesn't inherit at samples at time 0.041667 at </cube>
Warning: in _PostUnsupportedValueWarning at line 215 of /Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp -- Unsupported visibility detected in archive '/Users/jimmygunawan/CubeY.abc'. Using 'kVisibilityDeferred' instead.
Warning: in _ReadXform at line 2984 of /Library/Caches/com.apple.xbs/Sources/ModelKit/ModelKit-1.94.15/ModelKit/extern/usd/pxr/usd/usdAbc/alembicReader.cpp -- Ignoring transform that doesn't inherit at samples at time 0.041667 at </cube>
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I'm not exactly sure what this "ignoring transform that doesn't inherit at samples at time 0.041667" means... but I've created several animations which seem to work, except sometimes scaling, and or orientation has to be fine tuned... sort of trial & error. |
Maybe Blender Alembic output is not compatible with USDZ converter yet, the USDA of my Alembic is like below: (it's just a Torus randomly moving and rotating, baked anim) @wave-electron If not too much trouble can you upload zipped Alembic from Maya? The USDA itself seems to be just pointing to the Alembic.
|
@TimvanScherpenzeel Hope you don't mind it's slightly off topic. With GLTF, I am actually curious how dev and artist use it so far. Because I am from 3D background, I have only use GLTF when Facebook announce GLB (under 3MB) for their 3D post. I do see GLTF used interactively on web, from Verge3D. What software has been using GLTF? Is it popular because of KhronosGroup and SubstancePainter? |
Jimmy, Great to see you got the animation working in USDZ! Unfortunately it seems Alembic -> USDZ has problems getting the textures right. The scaling and positioning of the textures is all strange. I've tried every combination of settings on the Alembic exporter. Its also apparently doing the same using the Maya Alembic exporter. You can follow the thread discussion on this issue here So for now it looks like until Apple sorts out some of these teething problems with the usdz_converter its hard to progress much further in relation to animations. |
@wave-electron I have not managed to export the Alembic animation somewhat. I have tested all kind of animation:
None actually works... and with UV business, Apple also needs to fix that. Still early I guess, they still have July, August, September :) Btw, if you have a simple Blend animation, I would like to check it out. You can zip and upload to Github. |
@enzyme69 Yeah I had the same issue with Alembic not working on keyframed, boned based etc. We'll have to wait and see I guess |
@wave-electron I am looking at your gears animation, still wondering how you manage to export those from Blender. |
I didn't. The base file was obj (no animation). I was using Cheetah3d to
create the obj. From there I created the usda file using the -l -d option
on the usdz_converter.
You can then edit the usda to make animations. Tutorial on how rotations
and translation work here ->
https://graphics.pixar.com/usd/docs/567231471.html
After editing the usda (with animations) -> you can create the usdz again.
…On 7 July 2018 at 13:32, Jimmy Gunawan ***@***.***> wrote:
@wave-electron <https://github.com/wave-electron> I am looking at your
gears animation, still wondering how you manage to export those from
Blender.
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Hi @enzyme69, glTF has become the standard for publishing PBR 3D content on the web (when using WebGL). Glb, the binary representation, is seen as a final distribution format so it is highly optimized and GPU ready. One major advantage is that many of the tools the industry uses are showing interest in glTF so that means it will become much easier for these models to make their way to the web. Some of use use Draco compression to lower the filesize, this however does require decoding it in the browser which has quite an upfront cost. Three.js has good support for loading glTF + Draco. Simply put, it is the smallest filesize you can get in the browser. I have written a converter for glTF to glb (with Draco support) with a pre and post process hook to allow further manipulation of the file: https://github.com/timvanscherpenzeel/gltf-to-glb. You can try it out here: https://timvanscherpenzeel.github.io/gltf-to-glb/ (WebGL, Three.js) |
@enzyme69 <https://github.com/enzyme69>
Jimmy,
Just following on from that question you posted in the google usd-interest
group yesterday.
I believe the reason the obj mesh geometry is not showing up in usdview....
no support for obj files as yet in usdiew.
In other words, the usdz_converter and xcode have the built-in support for
obj files because Apple added that, but the pixar team are still scrambling
to add usdz support to usd.
Its the same with alembic files, if you don’t download the alembic usd
plugin & configure the usd build with alembic support... the usdview won’t
support alembic geometry even though usd_converter & xcode will.
On another front, I download Modo on a 30-day trial yesterday to test their
alembic exporter. It seems no better than Blender’s exporter ( no support
for uv maps or bone animations etc).
…On Saturday, 7 July 2018, Jimmy Gunawan ***@***.***> wrote:
@wave-electron <https://github.com/wave-electron> I am looking at your
gears animation, still wondering how you manage to export those from
Blender.
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I updated my XCode 10 to Beta 4, now Alembic convert using usdz_converter which output USDA file with a lot more description. It's promising 👍 although as AR Quick Look, animation does not seem to load yet... Maybe we just need to be more patience. Btw, at some point, my usdview, usdcat (all kind of USD tools) actually works, but somewhat it never work again, I have been trying to properly do this with all kind of built, but failing, even trying all the VFXPro99 USD Build Club. I am getting Python crashing too. Ideally, Pixar / Apple should give USD Add-On that works with Blender Python 3. And also the USD install compile should be a little simpler. Previously, I was using Anaconda and all kind of Conda environment, but that seems to confuse Mac even more. I deleted all my Conda environment, back to Python 2 that comes with Mac. Now currently compiling the USD following the procedure described here in this GitHub. I am closer to being able to convert GLTF to USDZ also, that part involving ThreeJS is not something I am familiar with.
|
Having multiple Pythons and all kind of confusing install via pip brew etc is giving me Python crashing, wondering if @TimvanScherpenzeel has this solved? |
I haven't yet tried it again unfortunately, been busy with other projects and work. This is partly due to the fact that my personal computers don't run High Sierra and XCode 10, my Mac at work does. |
Ok maybe when MacOS Mojave is official, and XCode 10 is also ready, I will retry this USD Built again. So far:
However, Python USD seems to work. PYTHONPATH and PATH are also causing lots of issues I think. Anyhow, will have to further test this. |
Cool Quick Look gallery So can the ARObjectScanningConfiguration and ARReferenceObject classes be used to create these 3D objects? Or how about the front facing camera and IR notch, does any of that support the ability to create these USDZ files? |
Appears that Xcode 10 Beta 4 got a big update to the uzdz_converter command line. Comparison of Beta 4 to Beta 3 shown below.
-opacity
|
@wave-electron Today it's just been updated to XCode Beta 5 and I think they also added few more options. I like they added more options for mapping, it's become very streamlined to do things now. Anyhow, so far no luck with Alembic on my side. If you can provide zipped Blend + USDA that works, I am curious how you set it up ...? (I am also still following thread at USD-Interest Group.) Did you manage to get the Alembic Texture working properly now? It's exciting if we can get animation working, just like Sketchfab 👍 |
My latest Alembic animation seems to work for transform animation after I do this:
So far, Blendshape is not working, maybe because it does not work that way. However, we might be able to animate visibility on and off, making a stop motion animation. it's gonna be super heavy though. |
And one more thing: The animation needs to have an Empty / Root. |
As a sidenote, I just installed Xcode Beta 5, and
It seems like still only a single input file is allowed, so to create a |
Great news! I had some time during lunch to rebuild USD using the following fix. It successfully builds and runs now! I've updated the README to match the new findings. |
Just spotted this on Twitter: https://github.com/kcoley/gltf2usd, a |
I tested kcoley gltf2usd and seems broken or I did something wrong. Filed bug on that Github.... Have you manage to get any simple skeleton animation to work? So far, GLTF + BIN, sometimes just GLTF, as animation seems like it supposed to be standard and straight forward, but somewhat convoluted. Exporting animation from Blender out as GLTF using Khronos and Kupoman both gave me weird animation when tested on Clay-Viewer. Just an example. DAE to GLTF is working better: |
Updating the USD and retrying the GLTF (animation) to USD --> it's promising however, on iOS animation seems to be turned off... |
Hi Jimmy,
Thanks for sharing. I’m also finding inconsistencies with each beta
release. All my testing is on ios12, I haven’t bother to update any of my
Mac systems for fear some of my current configurations or software may not
work.
I note that certain animation usdz files which previously worked in safari
on ios12 beta 5 stop working in beta 6 onwards. I filed a bug report with
Apple last week & sent them the crash report. I’m using iPhone 7 to check
those files on www.fusionar.app & not sure if ios12 is stopping those
working if it’s a performance issue. Could you check those files on an
iPhone X or IPad Pro?
I have an iPad Pro but don’t want to update from beta 5 until I know the
beta is problem free.
If you want to send me that character animation I can check on iOS 12 beta
5 for you. I have a feeling it might work.
Regards,
Ashley
…On Fri, 17 Aug 2018 at 10:18 am, Jimmy Gunawan ***@***.***> wrote:
[image: monster_test_001]
<https://user-images.githubusercontent.com/3952687/44246143-f00efc80-a21f-11e8-941b-7c694da96238.gif>
@wave-electron <https://github.com/wave-electron> @TimvanScherpenzeel
<https://github.com/TimvanScherpenzeel>
Updating the USD and retrying the GLTF (animation) to USD --> it's
promising however, on iOS animation seems to be turned off...
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@TimvanScherpenzeel Thanks for letting me know about that standalone USD library... thats going to make thinks alot easier! I got my first bone animation last night working in usdz -> I posted on www.fusionar.app . I noticed a few of my other usdz animations have broken after updating to ios12 beta 9... I've since worked out its has something to do with a material reference change which I need to fix on those usdz files. I think Apple's standalone USD library is a strong indicator that scn files may eventually be exportable to usd/usdz... which would open things up to the masses! |
Thanks as well @TimvanScherpenzeel |
@jselikof I'm having the same issue here. I would recommend for now to build the library yourself using the instructions mentioned in the README (and adjust the sections in the build script as indicated). It appears that the standalone published binary is internally linking with the wrong installation of Python. |
@TimvanScherpenzeel that issue went away when I launched Maya from the terminal. Maya wasn't picking up the environment variables otherwise. |
Yesterday Google has open sourced a standalone cross-platform glTF to USDZ converter: https://github.com/google/usd_from_gltf |
@TimvanScherpenzeel did you try? how is it? is it for USD or USDZ? |
Hi Tim,
Firstly, thanks for sharing everything you've done with USDZ recently. There is a lack of information on this new format, I haven't found anything on creating a USDZ animation except the usda example of the spinning top in the pixar usd docs.
Just wanted to let you know that I successfully installed USD on my mac system version 10.13.5 today.
usdcat is converting between the usda -> usdc
usdview is working with gui.
It was a struggle getting the thing to build... it took nearly the whole day.
I followed your build instruction, however, at one stage during the build it complained about qt5 missing so I installed that as well. I also had other build problems because I screwed with
as my version was name /Applications/Xcode-beta 10.app
Anyway, thought I'd share just to let you know it does build eventually on Mac!
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