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.
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 2022. 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 four formats supported by SceneKit:
DAE
USDZ
(for iOS 12 and higher)FBX
Alembic
OBJ
In Maya Export Type
for your 3D geometry must be DAE_FBX export
:
A texture for you model (square UV-mapping 1K or 2K) you can export as JPEG
or PNG
file. It may look like this:
This UV-square-texture you must assign to a Diffuse
slot of properties in Lighting Model
(shader) in Show the Material
Inspector.
And here's some Swift code if you wanna make it programmatically:
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")
P.S. Working with Pixar's USDZ file format:
If you need a .usdz
for your 3D scene, you can convert .usda
using the following command in Terminal:
usdzconvert file.usda
Here you can read about usdzconvert command.
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