0
votes

When I load the .scn file downloading for my server and store locally in the user domain directory and when I use those file in Scene Kit, I am getting this error where I was not able to apply animation dynamically. Since the bone and skinner is not joint. SCN File contains the skin geometry mesh nodes and bone nodes(rig).

        do {
            let options = [ SCNSceneSource.LoadingOption.convertToYUp : true ]
            let scene = try SCNScene(url: fileURL , options: options)
            for childNode in scene.rootNode.childNodes {
                baseNode.addChildNode(childNode)
            }
        }catch let error as NSError {
           NSLog("Unable to load file \(error.debugDescription)")
        }

code loads and I was able to see the model but it does load skinner. and getting the error as "[SceneKit] Error: C3DSkinnerUpdateJointsAndBoundingBox skinner has no mesh".

Note: If I use the all character and animations dae file in the assets folder and use it in the code it works great.(I converted the dae to scn file using xcode)

2

2 Answers

1
votes

This is a system level logging. You can disable this by adding the following flag in your Target's Environment Setting: OS_ACTIVITY_MODE - disable

Step1:

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Step 2:

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0
votes

I found the reason it is not with the scn file or rig, It is with animation. when this below line is added in the animation it worked well. animation.usesSceneTimeBase = false