ARKit/ARCore开发中的3D模型格式 [英] 3D model formats in ARKit / ARCore development

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本文介绍了ARKit/ARCore开发中的3D模型格式的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我是iOS和Android AR游戏开发的初学者.我有以下问题:

I am a beginner at AR game development for both iOS and Android. I have the following questions:

  1. ARKit(适用于iOS)和ARCore(适用于Android)分别支持哪些3D模型格式? (我试过ARkit支持.dae.obj,尚未测试ARCore.)

  1. What kinds of 3D model formats are supported by ARKit for iOS and ARCore for Android respectively? (I tried .dae and .obj are supported by ARkit, not yet test ARCore.)

我们的3D模型供应商只能提供FBX格式.如何将其转换为ARKit和ARCore支持的格式?我尝试使用3D模型转换器,但是转换后的模型没有纹理.

Our 3D model vendor can only provide us FBX format. How can I convert it to the formats supported by ARKit and ARCore? I tried using 3D model converter, but the converted model has no texture.

推荐答案

ARKit不在乎模型格式,因为ARKit本身并不显示3D模型(或其他任何东西).

ARKit doesn't care about model formats, because ARKit doesn't display 3D models (or anything else) itself.

ARKit提供了供更高级别的渲染引擎使用的信息-Apple的SceneKit或SpriteKit,第三方Unreal或Unity插件或您使用Metal或OpenGL构建的引擎.渲染引擎负责绘制摄像机的提要并叠加3D内容以创建AR幻觉,并且使用ARKit提供的信息来令人信服地做到这一点.

ARKit provides information for use by a higher level rendering engine — Apple's SceneKit or SpriteKit, third-party Unreal or Unity plug-ins, or an engine you build yourself with Metal or OpenGL. The rendering engine is responsible for drawing the camera feed and overlaying 3D content to create AR illusions, and it uses the information ARKit provides in order to do so convincingly.

我对ARCore不太了解,但是从外观上看,它在Android生态系统中都扮演着相同的角色-它是Unity,Unreal或其他处理3D模型的引擎.

I don't know much about ARCore, but from all appearances it has the same role in the Android ecosystem — it's Unity, Unreal, or some other engine that handles the 3D models there, too.

因此,诸如此类的问题是针对您在 ARKit/ARCore中使用的3D引擎所特有的. SceneKit可以直接处理DAE和OBJ,还可以通过模型I/O处理其他几种格式(请参见 SCNScene. init(mdlAsset:) ).对于Unreal,Unity以及与ARCore句柄一起使用的任何其他内容,请参阅这些技术的文档.

So, questions like this are specific to whatever 3D engine you're using with ARKit/ARCore. SceneKit can handle DAE and OBJ directly, and a few more formats via Model I/O (see MDLAsset and SCNScene.init(mdlAsset:)). For Unreal, Unity, and whatever else you use with ARCore handle... see the documentation for those technologies.

这篇关于ARKit/ARCore开发中的3D模型格式的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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