I have a view that creates SCNView dynamically. It's scene is empty, but when I press a button I would like to add a node from separate scn file. This file contains animation, and I would like it to animate in main scene. The problem is that after adding object to the scene it's not animating. When I use this file as SCNView scene it works. isPlaying and loops are enabled. What else do I need to do to import such node with animation? Sample code below:
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
let sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 300, height: 300))
sceneView.scene = scene
sceneView.loops = true
sceneView.isPlaying = true
sceneView.autoenablesDefaultLighting = true
view.addSubview(sceneView)
let subNodeScene = SCNScene(named: "Serah_Animated.scn")!
let serah = subNodeScene.rootNode.childNode(withName: "main", recursively: false)!
scene.rootNode.addChildNode(serah)
}
All you need is retrieving animations:
[childNode enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop) {
for(NSString *key in child.animationKeys) { // for every animation key
CAAnimation *animation = [child animationForKey:key]; // get the animation
animation.usesSceneTimeBase = NO; // make it system time based
animation.repeatCount = FLT_MAX; // make it repeat forever
[child addAnimation:animation forKey:key]; // animations are copied upon addition, so we have to replace the previous animation
}
}];
You need to fetch the animation from your scene Serah_Animated.scn
, which will be a CAAnimation
object. You then add that animation object to the rootNode of your main scene.
let animScene = SCNSceneSource(url:<<URL to your scene file", options:<<Scene Loading Options>>)
let animation:CAAnimation = animScene.entryWithIdentifier(<<animID>>, withClass:CAAnimation.self)
You can find the animID from the .scn
file using scene editor in Xcode, as shown below.
Now you can add the animation object to your root node.
scene.rootNode.addAnimation(animation, forKey:<<animID>>)
Note that we are reusing animID, that will allow you to also remove the animation from the node.
scene.rootNode.removeAnimation(forKey:<<animId>>)
- My solution above assumes your animation is a single animation. If you see a bunch of animations, you need to add all the animation nodes. In my workflow, I have files in Blender which I export to Collada format and then use the Automated Collada Converter to ensure I have single animation nodes.
- Related SO answer
- You can also fetch the
animID
programmatically using entriesWithIdentifiersOfClass(CAAnimation.self)
, useful when you have a bunch of animations instead of a single animation as above or if you just want to add the animation without bothering about the animID
before hand.
- Apple Sample Code for scene kit animations, note the sample code is in ObjC but translation to Swift should be straight forward.