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C4D to USDZ for Apple ARKit
Posted: 09 August 2018 01:17 PM   [ Ignore ]  
Total Posts:  18
Joined  2013-04-09

I’ve trying to use C4D to export to USDZ using the Xcode command line tool.
Whenever I export the first issue I run into is my object scale.
Inches(too small)
Meters(huge)
Feet(huge)
Centimeters(too small)
Millimeters(small)

I have no idea what scale I should be exporting out, to Xcode I’ve always exported to Meters.

Second is Textures
I’ve exported via ABC and OBJ and neither will include the Textures & Materials.


Any information out there?

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Posted: 09 August 2018 01:37 PM   [ Ignore ]   [ # 1 ]  
Total Posts:  18
Joined  2013-04-09

So figured out textures, you have to also do that via command line

<inFilePath> <outFilePath[options...]
    Options
:
                -
g groupName [groupNames ...]       Apply subsequent material properties to the named group(s).
                -
m materialName [materialNames ...] Apply subsequent material properties to the named material(s).
                -
h                                  Display help.
                -
a                                  Generate a .usda intermediate file.  Default is .usdc.
                -
l                                  Leave the intermediate .usd file in the source folder.
                -
v                                  Verbose output.
                -
f                    filePath      Read commands from a file.
                -
texCoordSet          set           The name of the texturemap coordinate set to use if multiple exist (no quotes).
                -
opacity              o             Floating point value 0.0 ... 1.0
                
-specularColor        r g b         Floating point values 0.0 ... 1.0
                
-useSpecularWorkflow  i             0 for falsenon-zero for true
                
-color_map            filePath
                
-normal_map           filePath
                
-emissive_map         filePath
                
-metallic_map         filePath
                
-roughness_map        filePath
                
-ao_map               filePath
                
-color_default        r g b a        Floating point values 0.0 ... 1.0
                
-normal_default       r g b a
                
-emissive_default     r g b a
                
-metallic_default     r g b a
                
-roughness_default    r g b a
                
-ao_default           r g b a 

My Objects Materials

Primitives:
    
GeomMesh: /End_of_Roll
        bound material
: /Materials/aluminium_hairline_brushed
    
/Materials
    ShadeMaterial
: /Materials/aluminium_hairline_brushed
    ShadeMaterial
: /Materials/resin_polyurethane_gloss
    ShadeMaterial
: /Materials/Mat
    GeomMesh
: /Base
        bound material
: /Materials/aluminium_hairline_brushed
    GeomMesh
: /End_Cap_1
        bound material
: /Materials/resin_polyurethane_gloss
    GeomMesh
: /Top
        bound material
: /Materials/aluminium_hairline_brushed
    GeomMesh
: /Graphic_1
        bound material
: /Materials/Mat
    GeomMesh
: /Graphic
        bound material
: /Materials/Mat 

For My example

xcrun usdz_converter /3D_Model.obj /3D_Model -/Materials/Mat -color_map /texture.jpg 

Scale still baffals me though.

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Posted: 09 August 2018 01:57 PM   [ Ignore ]   [ # 2 ]  
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Total Posts:  12043
Joined  2011-03-04

Hi natemac,

You might check with the support.

https://www.maxon.net/en-us/support/how-can-we-help/

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 09 August 2018 04:04 PM   [ Ignore ]   [ # 3 ]  
Total Posts:  18
Joined  2013-04-09

So if my file is in Inches, I export it with a scale of x2.54 (which if I remember correctly is what I had to do back in R12ish to export to true scale when C4D used units and not actual sizes).
Other than that it’s just a load of command line text to get the textures in there.

xcrun usdz_converter /Users/natemcgraw/Desktop/Banner_Stand_2/Banner_Stand_9.obj /Users/natemcgraw/Desktop/Banner_Stand_2/Banner_Stand_9 -v
    
-/Graphic 
    
-color_map /Users/natemcgraw/Desktop/Banner_Stand_2/Proplus_Banner.jpg 
    
-roughness_default 0.5 0.5 0.5 1.0 
    
-/Graphic_1 
    
-color_map /Users/natemcgraw/Desktop/Banner_Stand_2/Proplus_Banner.jpg 
    
-roughness_default 0.5 0.5 0.5 1.0 
    
-/End_Cap_1 
    
-color_map /Users/natemcgraw/Desktop/Banner_Stand_2/tex/resin_polyurethane_gloss__18AF61B94F3A1204FB93F0199F980A00__basecolor__302971AA.tif 
    
-metallic_default 0.0 0.0 0.0 0.0 
    
-/Base
    
-color_map /Users/natemcgraw/Desktop/Banner_Stand_2/tex/aluminium_hairline_brushed__18AF61B94F3A120487C6EF190B820A00__basecolor__6C9B22A8.tif 
    
-metallic_default 0.0 0.0 0.0 1.0
    
-/Top
    
-color_map /Users/natemcgraw/Desktop/Banner_Stand_2/tex/aluminium_hairline_brushed__18AF61B94F3A120487C6EF190B820A00__basecolor__6C9B22A8.tif 
    
-metallic_default 0.0 0.0 0.0 1.0 

This code is all on one line, but I broke it out to be easily read.

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Posted: 09 August 2018 10:08 PM   [ Ignore ]   [ # 4 ]  
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Total Posts:  12043
Joined  2011-03-04

Thanks for updating your own thread, natemac!

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

NEW:

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