No, not at this time. Perhaps, in the future they will port it to VR or there will be an standardized XR file type that can be viewed on headsets universally.
Yes (with a caveat.) Aero makes QR codes and a URL when you share. For iOS, Adobe Aero uses app clips, which allows users to view the AR without downloading a new application. They are working on android support atm.
@@hatuey6326 a caveat is just a note. Basically, I was saying it works without a new app download for iOS but Android users will still need to download the Aero app on their phone to view the AR. Hope that helps!
Hey Im having trouble with reflective materials, I'm not sure what to do but for now it looks quite opaque, also I'm not sure if I can import lights to aero or something like that, in general all my artwork is based on metallic, shiney, translucent materials so I'm having quite a struggle here!
Unfortunately, you cannot import lights. Aero (at this point) only has one overhead light, so all reflective materials will only respond to that one light source. Make sure you are using a PBR will low roughness and high metallic qualities. You might try using Adobe Dimension or the Substance suite for the materials. I've noticed that the Adobe software seems to communicate consistently between their apps.
It sounds like it's a complex material, like it's coordinate mapped or procedurally created in the 3d software you are using. I'd recommend using textures. It's the most straightforward of materials, so there is little room for misinterpretation. Hope that helps.
Hmm, it could be a lot of things. I would try exporting as an FBX first. If that doesn't work, it could have something do with armatures, scaling, etc. Try exporting without the animation (uncheck in blender export options) and see if it appears. If you have an armature, I'd try unparenting the armature, deleting vertex groups, then parenting it again (with auto weight.)
@@Dunaway_Smith I found the issue.. I have a point cache animation. What I understand is that physic based animations don't work. I tried to translate them to keyframes and MDD, but it doesnt show in Aero. It does shows in a GLTF viewer.... so I think I have to work around it. But thank you for thinking along!
All AR needs to be as optimized as possible. In Aero, I don't make pieces that are larger than 50mb total. helpx.adobe.com/aero/using/optimize-assets-for-ar.html
Great tutorial and tips, thanks so much! First time I've ever tryed out importing objects to Aero and it worked straight away!
You dont know how much im looking for this tutorial.
Thank you, thank you, thank you! Great insights as usual. Keep up the great work!
Thank you!
Love this! Great info and well presented. Sweet channel too I just subscribed😎
Do you know of a way to see Aero experiences on VR headsets?
No, not at this time. Perhaps, in the future they will port it to VR or there will be an standardized XR file type that can be viewed on headsets universally.
thanks but few questions : can i print a qr code that i will put in any location and when somebody scan the qr code the animation begin ?
I have the same question 🥲💓
Yes (with a caveat.) Aero makes QR codes and a URL when you share. For iOS, Adobe Aero uses app clips, which allows users to view the AR without downloading a new application. They are working on android support atm.
@@Dunaway_Smith thanks but what is a caveat plz ?
Thank you @@Dunaway_Smith
@@hatuey6326 a caveat is just a note. Basically, I was saying it works without a new app download for iOS but Android users will still need to download the Aero app on their phone to view the AR. Hope that helps!
Hey Im having trouble with reflective materials, I'm not sure what to do but for now it looks quite opaque, also I'm not sure if I can import lights to aero or something like that, in general all my artwork is based on metallic, shiney, translucent materials so I'm having quite a struggle here!
Unfortunately, you cannot import lights. Aero (at this point) only has one overhead light, so all reflective materials will only respond to that one light source. Make sure you are using a PBR will low roughness and high metallic qualities. You might try using Adobe Dimension or the Substance suite for the materials. I've noticed that the Adobe software seems to communicate consistently between their apps.
Hi! I was wondering what software you use to create the 3D model to be imported into Adobe Aero.
I use Blender, typically. But, I recently start exploring Spline and Nomad Sculpt. Both are very cool and a bit easier to learn than Blender.
Hi, ı cant export to glb with any material with ı get from an assets library , ı just see a solid color objects in aero
It sounds like it's a complex material, like it's coordinate mapped or procedurally created in the 3d software you are using. I'd recommend using textures. It's the most straightforward of materials, so there is little room for misinterpretation. Hope that helps.
@@Dunaway_Smith Thank you very much, baking textures are worked.
Hey, when I import my GLB the animation doesn't seem to be there. I bake the animation, and gave a trigger + action. Can you help me?
Hmm, it could be a lot of things. I would try exporting as an FBX first. If that doesn't work, it could have something do with armatures, scaling, etc. Try exporting without the animation (uncheck in blender export options) and see if it appears. If you have an armature, I'd try unparenting the armature, deleting vertex groups, then parenting it again (with auto weight.)
@@Dunaway_Smith I found the issue.. I have a point cache animation. What I understand is that physic based animations don't work. I tried to translate them to keyframes and MDD, but it doesnt show in Aero. It does shows in a GLTF viewer.... so I think I have to work around it. But thank you for thinking along!
Hello 👋
But I found my glb couldn't be imported by AE since it's over 100mb
All AR needs to be as optimized as possible. In Aero, I don't make pieces that are larger than 50mb total. helpx.adobe.com/aero/using/optimize-assets-for-ar.html