I’m trying to animate specific parts of a SCNScene object in SceneKit (in my case I want to animate fingers of a hand). I import the .dae (COLLADA) file easily from Blender with the respective bones to generate articulation on the model.
override func viewDidLoad() {
super.viewDidLoad()
var scene = SCNScene(named: "hand.dae")!
sceneView.scene = scene
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = UIColor.lightGrayColor()
}
My goal is to animate those bones on iOS with user generated values between 0 and 1. Imagine a UISlider where you scroll back and forth and see the specific finger move depending on the value of the slider.
This is needed animation screenshot
Image with the animation pretended
I’ve tried animate the model by calling an animation file like the Apple’s Fox example:
private var indexFingerAnimation: CAAnimation!
indexFingerAnimation = CAAnimation.animationWithSceneNamed(“move_index_finger.dae”)
indexFingerAnimation = false
indexFingerAnimation = 0.3
indexFingerAnimation = 0.3
indexFingerAnimation = Float.infinity
The problem is that’s a Global animation instead of just the index finger. Besides it’s always a ‘pre-defined’ animation instead of an animation controlled by user input. Ultimately I want to mix animations (e.g. move index finger and thumb at the same time revealing gestures)
Is this possible? I’m struggling because I can’t figure out how to manipulate specific parts of the mesh. I’m starting to study MetalKit but it’s not clear to me that’s the solution.
Any help would be really appreciated.