glTF to USDZ research
Research and proof of concept of converting glTF to USDZ for AR Quick Look (iOS 12+).
Reasoning
Even though I think the intentions of Apple / Pixar are great with the open source USD pipeline I think we as an industry should be relying more on truly open formats that are not controlled by a single entity. Installing USD
is cumbersome, requires a lot of disk space and is completely overkill for most situations (if your goal is to convert some 3D models to USDZ and show them using AR Quick Look
). I'm hoping that as we get closer to the public release of iOS 12
more tools will pop up that directly convert to USDZ
so that we can get cross-platform support.
In order to move away from using the USD pipeline solution offered by Pixar I think it would be wise to try and manipulate the intermediary readeable USDA
format. Unfortunately there are very little examples available of USDA
files.
The general idea is to dynamically generate / manipulate the intermediary a general USDA
file-structure and pass that to the usdz-converter
to handle the further conversion to USDZ
.
After some work, debugging and friendly help from @domenicopanacea and @virakri I got it to work. Most of the findings on OBJ
support come from @trayser
who posted details regarding OBJ
to USDZ
conversion on developers.apple.com. The OBJ
files that are generated by gltf-to-usdz
only use the supported tags as mentioned by @trayser
.
Please note that this is just an experimental setup and should be seen as a proof of concept. As it stands I've only tested it with the DamagedHelmet
glTF asset included in /assets/
. You will very likely run into issues with the current code.
My goal of this research is to inspire others to make proper converters that handle all the complexities.
Live demo
Limitations
-
.glb
files are not yet accepted. Please useglTF
files with seperate textures. -
Only the first mesh in the
glTF
file will be parsed and exported. Make sure you merge all meshes. -
Only
glTF
files with external textures are currently handled (as opposed to embedded base64 encoded textures). -
Animations from the glTF are not yet transferred, it seems possible to transfer skeleton animation and regular transformations. Unfortunately due to the shadow being baked on the first frame of the animation you can't really do large moving animations. Besides that the filesize increases quite dramatically. It is not recommended to have animations that move a character away from the origin as it results in tracking problems. Your best bet are micro-animations that enhance a character or model instead of large animations.
To do
-
Convert the exampleUSDZ
examples toUSDA
structures by convertingUSDC
toUSDA
. Unfortunately I think this requires the installation of the USD pipeline and the use of usdcat.Thanks to @wave-electron the
USDC
's of the examples of the AR Quick Look gallery have been converted toUSDA
. Due to copyright concerns I unfortunately won't be able to upload them to this repo. I've had a look at them and for the most part look very similar compared to the USDA file generated bygltf-to-usdz
. I've since also been able to convert the examples myself usingusdcat
.
Installation
-
Make sure you have Node.js installed
-
Upgrade your operating system to macOS High Sierra 10.13.4 or newer
-
Download Xcode 10 beta and put it in
/Applications/
https://developer.apple.com/download/
- Link to the beta version instead of the normal version
sudo xcode-select --switch /Applications/Xcode-beta.app
- Construct a new
.usda
usinggltf-to-usdz
and run it through theusdz_converter
node ./bin/gltf-to-usdz.js -i ./assets/DamagedHelmet/DamagedHelmet.gltf -o ./assets/DamagedHelmet.usda -s 10.0 && xcrun usdz_converter ./assets/DamagedHelmet.usda ./assets/DamagedHelmet-`date +"%H-%M-%S"`.usdz
- On succes the following should be outputted to the console
2018-06-20 17:21:23.364 usdz_converter[82749:13335731]
Converting asset file 'DamagedHelmet.usda' ...
In order to see the contents of the outputted USDZ
change the extension to .zip
and unzip it. You will see a .usdc
and several textures (if the original glTF file had textures).
Development
In order to install USD on MacOS please follow the following instructions:
-
Upgrade your operating system to macOS High Sierra 10.13.4 or newer
-
Download Xcode 10 beta and put it in
/Applications/
https://developer.apple.com/download/
- Link to the beta version instead of the normal version
sudo xcode-select --switch /Applications/Xcode-beta.app
- Install Cmake and QT. If you get any issues during compiling or installing you might have to install QT5.
brew install cmake
brew install qt@4
- Install PyOpenGL
pip install PyOpenGL
- Install PySide2
pip install --index-url=http://download.qt.io/snapshots/ci/pyside/5.9/latest/ pyside2 --trusted-host download.qt.io
- Update OpenImageIO release version from
Release-1.7.14.zip
toRelease-1.8.12.zip
and add the following section inbuild_scripts/build_usd.py
as mentioned as a solution by@robpieke
to an earlier Python crash I was experiencing.
diff --git a/build_scripts/build_usd.py b/build_scripts/build_usd.py
index 37fb2a5e..3c940b3b 100644
--- a/build_scripts/build_usd.py
+++ b/build_scripts/build_usd.py
@@ -692,7 +692,7 @@ PTEX = Dependency("Ptex", InstallPtex, "include/PtexVersion.h")
############################################################
# OpenImageIO
-OIIO_URL = "https://github.com/OpenImageIO/oiio/archive/Release-1.7.14.zip"
+OIIO_URL = "https://github.com/OpenImageIO/oiio/archive/Release-1.8.12.zip"
def InstallOpenImageIO(context, force):
with CurrentWorkingDirectory(DownloadURL(OIIO_URL, context, force)):
@@ -855,6 +855,12 @@ def InstallUSD(context):
if context.buildPython:
extraArgs.append('-DPXR_ENABLE_PYTHON_SUPPORT=ON')
+ if MacOS():
+ import distutils.sysconfig
+ pyLibPath = distutils.sysconfig.get_config_var('LIBDIR')
+ pyIncPath = distutils.sysconfig.get_config_var('INCLUDEPY')
+ extraArgs.append('-DPYTHON_LIBRARY=' + pyLibPath + '/libpython2.7.dylib')
+ extraArgs.append('-DPYTHON_INCLUDE_DIR=' + pyIncPath)
else:
extraArgs.append('-DPXR_ENABLE_PYTHON_SUPPORT=OFF')
- Run
python USD/build_scripts/build_usd.py BUILD
, it will take roughly 1 hour the first time you build because of all the dependencies that need to be compiled, resulting in the following output if succesfully installed:
β pixar python USD/build_scripts/build_usd.py BUILD
Building with settings:
USD source directory /Users/timvanscherpenzeel/Projects/pixar/USD
USD install directory /Users/timvanscherpenzeel/Projects/pixar/BUILD
3rd-party source directory /Users/timvanscherpenzeel/Projects/pixar/BUILD/src
3rd-party install directory /Users/timvanscherpenzeel/Projects/pixar/BUILD
Build directory /Users/timvanscherpenzeel/Projects/pixar/BUILD/build
CMake generator Default
Downloader curl
Building Shared libraries
Imaging On
Ptex support: Off
UsdImaging On
Python support On
Documentation Off
Tests Off
Alembic Plugin Off
HDF5 support: Off
Maya Plugin Off
Katana Plugin Off
Houdini Plugin Off
Dependencies zlib, boost, TBB, JPEG, TIFF, PNG, OpenEXR, GLEW, OpenImageIO, OpenSubdiv
STATUS: Installing zlib...
STATUS: Installing boost...
STATUS: Installing TBB...
STATUS: Installing JPEG...
STATUS: Installing TIFF...
STATUS: Installing PNG...
STATUS: Installing OpenEXR...
STATUS: Installing GLEW...
STATUS: Installing OpenImageIO...
STATUS: Installing OpenSubdiv...
STATUS: Installing USD...
Success! To use USD, please ensure that you have:
The following in your PYTHONPATH environment variable:
/Users/timvanscherpenzeel/Projects/pixar/BUILD/lib/python
The following in your PATH environment variable:
/Users/timvanscherpenzeel/Projects/pixar/BUILD/bin
Taking apart a USDZ file
To take apart a USDZ
file one should follow the following steps:
- Follow the steps mentioned in
Development
to install USD - Change the extension of the
usdz
file from.usdz
to.zip
- Unzip the file using
Archive Utility
(comes with MacOS) or likely any other unzipping tool
The folder will contain the included textures seperated out and a .udsc
file.
- Now use
usdcat
to convert theUSDC
file to readeableUSDA
:usdcat input.usdc -o output.usda
The resulting USDA
file will contain the mesh data.
Resources
-
https://graphics.pixar.com/usd/docs/Converting-Between-Layer-Formats.html
-
https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
Contributing
As it is my goal to create a community project I welcome you to submit any pull requests or open a ticket if you spot an issue. Please be aware that as of now the project is in a very experimental state and only serves as a proof of concept so there are probably lots of things wrong and the code is far from clean.
Licence
gltf-to-usdz
is released under the MIT licence.