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
.glb
and converted.dae
files within Blender. - Conversion for Xcode: Converted the
.glb
model to.dae
format to import into Xcode, since.glb
is not natively supported. - Xcode Import: After importing the
.dae
file into my Xcode project, no morph targets for theWolf3D_Head
node 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
.dae
file 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.