I’m developing an iOS app using a 3D model from ReadyPlayer.me, which features multiple morph targets crucial for animations. My goal is to integrate these models directly into the app without resorting to WebView integration for a more native experience. The model, specifically the Wolf3D_Head node, contains dozens of morph targets (shape keys in Blender), as verified in Blender. However, upon converting the model from .glb to .dae format to support Xcode integration, I’ve encountered issues with Xcode recognizing these morph targets.
Steps taken:
- Verification in Blender: Successfully verified all morph targets are intact and correctly displayed in both the original
.glband converted.daefiles within Blender. - Conversion for Xcode: Converted the
.glbmodel to.daeformat to import into Xcode, since.glbis not natively supported. - Xcode Import: After importing the
.daefile into my Xcode project, no morph targets for theWolf3D_Headnode or any other node are visible or accessible within Xcode.
Attempts to Resolve:
- Utilized tools like ColladaMorphAdjuster and its variant by JakeHoldom in hopes of adjusting the
.daefile to make Xcode recognize the morph targets, to no avail.
Here are two screenshots illustrating the issue:
- Blender showing morph targets: Blender Screenshot
- Xcode showing no geometry morphers: Xcode Screenshot
Question: How can I ensure that Xcode properly recognizes and displays the morph targets present in the .dae file exported from a ReadyPlayer.me model? Are there specific processes, tools, or steps that I need to follow to achieve this integration?
Any guidance or suggestions from the community, especially from those who have worked on integrating ReadyPlayer.me models into iOS apps, would be immensely appreciated.