Integrating ReadyPlayer.me Models with Morph Targets into an iOS App Without Using WebView

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:

  1. Verification in Blender: Successfully verified all morph targets are intact and correctly displayed in both the original .glb and converted .dae files within Blender.
  2. Conversion for Xcode: Converted the .glb model to .dae format to import into Xcode, since .glb is not natively supported.
  3. Xcode Import: After importing the .dae file into my Xcode project, no morph targets for the Wolf3D_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:

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.

Hello and welcome to the forum!
The issue is an Xcode-DAE issue rather than being Ready Player Me related. Maybe this link could be helpful to solve this issue: ios - How to access blend shapes from blender imported .dae in Xcode - Stack Overflow