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1 year agoExplorer
gltf nodes of entity in composition using meta spatial sdk
I want to animate a gltf object manually.
I get my object using something like "composition.getNodeByName("myobject_gltf")"
How can I parse and modify the transformations of each node individually?
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- checksumExplorer
To be more clear, let's say that I have a clock face, and I want to set the time (see simplified gltf below).
How can I set the ShorterBar and LongerBar rotation dynamically?
The gltf is referenced in my composition.glfx.
Note that in my real application, it not a clockface and I have multiple moving part in my gltf.{ "asset": { "version": "2.0" }, "scene": 0, "scenes": [ { "nodes": [0] } ], "nodes": [ { "name": "Circle", "mesh": 0, "children": [1, 2] }, { "name": "ShortBar", "mesh": 1, "rotation": [0, 0, 0, 1] // Rotation quaternion for setting angle }, { "name": "LongBar", "mesh": 2, "rotation": [0, 0, 0, 1] // Rotation quaternion for setting angle } ] } - MetaStoreHelpCommunity Manager
val shortBar: Entity = composition.getNodeByName("ShortBar").entity will give you access to the entity, you can edit that ent's transform in a system to "animate" it. This is assuming you are referring to a GLXF where each of the hands are their own GLTF
- checksumExplorer
Thanks but ShortBar is a GLTF node, not a GLXF nodes.
My GLTF's are complex mechanisms that can be hard to convert into GLXF components (can be difficult,I think, maybe it can be my solution ?).
I already do something like
val shortBar: clock= composition.getNodeByName("clock").entity
and I want to do
val Shortbar = clock.getgltfnode("ShortBar").node (of course getgltfnode is a sample)....
Shortbat.rotate(...)
In final, I want to be able to parse a gltf and animate myself without using internal animation of the gltf.
I do it in unity, webxr, c++ but I want to use kotlin/java and mix with already available android API...
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