How do I convert an .fbx file from blender to .dae file for Xcode SceneKit
Emily Wong
I am trying to convert an .fbx file to a .dae (Collada) file. I have tried using an application for this called FbxConverterUI, however when I drag the Collada file into Xcode it doesn't load all of the animations, meshes and textures from the .fbx file. I use Blender to create the .fbx file. I did try to export it in Collada format from Blender however only a single animation loaded with multiple copies of that one, the animation was also different than how I keyframed it so I bumped into exporting it in .fbx which was loaded correctly when I imported it back into Blender to check that the .fbx format would work.
I lastly tried to export it in usdc and obj but I wasn't bothered with obj because it filled my desktop with like 100 files, the usdc didn't work either because there was not textures or colour and no animations, just a white mesh.
If you could explain how I could convert .fbx to Collada with all of the animations, textures and mesh stays the same that would be great. Or if there is another way to export it in Collada (from Blender) with it working properly. Any other methods that work which you suggest me do would be amazing.
Thanks.
111 Answer
In case you need some kind of guidance, this are my "prefered" export settings from Blender (v.3.0) when it comes to animated models - and I usually had success with it. I am using a separate DAE File for the Model, including the rig - and for the animations I create separate DAE files, containing only the animation, that can be applyed to the node containing the rigged model using SCNAnimationPlayer. (do not convert the those type of DAE files to SCN files using XCode - this may break the file in some cases)
There are many more settings to tweak. (in my example picture anything else is left default)
Keep in mind: This is for SceneKit. For other rendering engines, things may vary.