Reputation: 3293
I initialize my Scene like this
// Load COLLADA Character
let myScene = SCNScene(named: "Characters.scnassets/Police/Police.dae")
// Recurse through all the child nodes in the Character and add to characterNode
for node in myScene!.rootNode.childNodes as [SCNNode]
{
characterNode.addChildNode(node)
}
// Add characterNode to scene
self.rootNode.addChildNode(characterNode)
Is it possible to add an animation to characterNode from an external DAE? It is autorigged through Mixamo.
Upvotes: 1
Views: 1505
Reputation: 4836
Apple has an example in their Fox Scenekit app.
The following function loads an animation from your art.scnassets
folder:
- (CAAnimation *)animationFromSceneNamed:(NSString *)path {
SCNScene *scene = [SCNScene sceneNamed:path];
__block CAAnimation *animation = nil;
[scene.rootNode enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop) {
if (child.animationKeys.count > 0) {
animation = [child animationForKey:child.animationKeys[0]];
*stop = YES;
}
}];
return animation;
}
Which you can then add to your characterNode:
CAAnimation *animation = [self animationFromSceneNamed:@"art.scnassets/characterAnim.scn"];
[characterNode addAnimation:animation forKey:@"characterAnim"];
This should be the equivalent function in Swift, but I haven't had a chance to test it.
func animationFromSceneNamed(path: String) -> CAAnimation? {
let scene = SCNScene(named: path)
var animation:CAAnimation?
scene?.rootNode.enumerateChildNodes({ child, stop in
if let animKey = child.animationKeys.first {
animation = child.animation(forKey: animKey)
stop.pointee = true
}
})
return animation
}
Upvotes: 2