Reputation: 131
How do you create a .dae
file from a 3D model? I've created a 3D model from a drone areal mapping and now have a very large file I can import in to Photoshop, but I can't figure out how to create a .dae
file I can use in SceneKit.
The default game example for Xcode has a SceneKit that shows a rotating aircraft, and the asset is a .dae
file, but I don't see any documentation on how to create one of those from a 3D model, and how to correctly apply a texture to it.
Upvotes: 7
Views: 7064
Reputation: 58553
To create a 3D model and export it as a Collada .dae
file you can use any of the following 3D authoring tools: Autodesk Maya, Blender, Autodesk 3dsMax, The Foundry Modo, Maxon Cinema 4D, SideFX Houdini, etc. The simplest way is to use a non-commercial student version of Autodesk Maya 2024. It's free. You can download it from HERE.
There are countless examples in YouTube
how to model and uv-map in Maya software. Look at this example of UV-mapping in Maya. So, when your 3D model (and its UV-texture) is ready for use, you can export it as one of the five formats supported by SceneKit:
DAE
USDZ
FBX
Alembic
OBJ
with MTL
For exporting DAE
models, in Maya Export Type
choose DAE_FBX export
:
You can export a 2K UV-mapped texture as JPEG
or PNG
file.
You must assign this UV-mapped square texture to a Diffuse
slot of properties in Lighting Model
(shader) in Show the Material
Inspector.
And here's how you can do it programmatically:
import SceneKit
let scene = SCNScene(named: "art.scnassets/mushroom.scn")!
let mushroom = scene.rootNode.childNode(withName: "mushroom",
recursively: true)!
let mushroomMaterial = SCNMaterial()
mushroomMaterial.diffuse.contents = UIImage(named: "mushroom.png")
mushroom.geometry.materials = [mushroomMaterial]
Working with Pixar's USDZ file format:
If you need to generate .usdz
file, use the following command in Terminal:
usdzconvert file.fbx
Here you can read about usdzconvert command.
Upvotes: 3