I looked at Banana game from WWDC which is written in Objective-C
was trying to convert the code to Swift
for importing animation and transitioning between them but I am having problems running the animations in swift from DAE files.
I have exporter DAE files in both AutoDesk format from 3dsMax and in openCollada format. The Autodesk format the animation is for each bone so I am unable to call an animation by name so I just import the scene and do the following for the animation to start as soon as the file loads.
scene = SCNScene(named: "monster.scnassets/monsterScene.DAE")
scene2 = SCNScene(named:"monster.scnassets/monster.DAE")
var heroNode = SCNNode()
heroNode = scene.rootNode.childNodeWithName("heroNode", recursively: false)!
var nodeArray = scene2.rootNode.childNodes
for childNode in nodeArray {
heroNode.addChildNode(childNode as SCNNode)
}
Although the animation plays as soon as the scene starts I done know how to store the animation.
If I export the collada file using openCollada. I can use the following to run the get and run the animation as there is just one animation for the whole object instead of each bone in case of AutoDesk collada format. By this way I can store the animation also using CAAnimation
.
var anim = scene2.rootNode.animationForKey("monster-1")
childNode.addAnimation(anim, forKey: "monster-1")
But then the character runs at an angle and also runs back and forth instead of running at the same spot.
Also the lighting is better using openCollada. I just would like to use openCollada instead of autodesk collada export. Right now I am using openCollada format for exporting the scene and autodesk for exporting character.
How do store animations in SceneKit
/Swift
and transition between them? Thanks.