Open nihalmistry opened 6 years ago
Thanks for the feature request. If I understand correctly you want an animation to play basically in screen space. One workaround that should work today is to use the normal camera and continuously position the 3D model relative to the camera instead of using an orthographic camera. Of course animation and .dae support would still be desirable.
Actually I am looking for something like SceneKit on iOS, where i could create a scene, load 3d models & render inside a view in my Activity. We wanted to implement a 'Blow in the mic to reveal' feature, where we would play one of the 3 animations to reveal the content behind the view. We used a png sequence for it but it takes too much space & there is delay in loading the frames and animating.
We got 3d models & animation working in Orthographic mode on iOS via SceneKit but on Android we're having a hard time finding a rendering engine that would work with .dae models.
Just like SceneKit, it would be great to have rendering support in both, AR view & normal Android's view. .fbx worked for me using ViroCore but it lacked Orthographic camera.
By animation I mean 'Skeletal Animation' embeded inside the model file exported by the 3d modelling tool.
Alongwith Sceneform without Camera Session, support for loading .dae would be great to have. We could use same assets on both iOS as well as Android & reduce app size by rendering 3d models instead of png sequences.
I wanted to load 3 animation sequences covering full screen, but the size of frames was large (1125x2436), so decided to go with 3d assets. I tried using ViroCore for rendering .fbx models but they lack Orthographic camera for scenes, so was unable to use the 3d models. So SceneView + Orthographic Camera + .dae support would help a lot in decreasing app size by use of 3d assets instead of png sequences.