i was trying using spline. i had someone made design for me on fiverr but scaletofit was not working, now i know how it will work. thank you for the video.
yes I saw this recently and though it was good halfway house to bring 3d into 2D apps. For devs who dont have time to learn unity. The api to control the animation from Swift still needs work but they have a lot of upcoming changes so theyre investing a lot of time in iOS/visionOS etc.
I agree, it was a lot simpler to learn than I expected (not saying I'm a pro at it, but I felt good with it after a day of tinkering). I'm a big fan and think this will be very nice for volumes and spaces in visionOS.
For anyone having the "Spline scene file is in an unknown format."", just create a new spline project and copy all the content to it. Create new "camera" object in the viewport if needed
Hi Sean, thanks for the tutorial. 3D objects look very cool. I'm thinking of using it in my app, but I have doubts about performance. Does it affect battery consumption much? Or maybe there are other problems that we didn't anticipate?
I'm not sure about battery performance, but Spline uses the latest metal renderers for optimal performance. Sure, no 3D content would be more performant than having 3D content, but if you're gonna have it, Spline seems very well optimized. Maybe @splinetool can chime in.
Very interesting, Sean. A couple of questions: - I noticed you resized the asset in the editor, rather than dynamically resize it in SwiftUI. That doesn' seem like it's going to scale across different devices. Is it possible to do the scene scaling, to fit the SwiftUI scene, in SwiftUI? - do we get callbacks for when the scene is loaded? So we can do nice transitions when the scene appears, instead of just plonking it onscreen after it's loaded. Cheers.
Hi! Auto-zoom support for orthographic cameras is coming very soon. This already works with perspective cameras (the video is using orthographic camera). Callbacks for when the scene is loaded will also be supported soon 🙌
Great video as always! However, does anybody know how to get rid of this frame selection that happens at 8:41. I positioned my model correctly and know i want to leave this framing view and the programm just won't let me.
Amazing!!! This is a dream come true since RealityKit's Model3D and RealityView aren't supported on iOS, and Scenekit 3D models aren't supported on visionOS. If I understand correctly, you currently wouldn't be able to build this app on visionOS yet - but spline is working towards that feature, is that right?
They are currently working on a lot of visionOS stuff. You can see some of their roadmap in the documentation on their site. But you can also export 3D stuff as a USDZ file from Spline, which you can use in visionOS.
Hi! Actually we recently enable 3d embeds for VisionOS as well (including all content types: Windows, Volumes, and Inmersive views). The embedding approach is the same as the one for iOS. You just need to copy the embed code into your SwiftUI code for VisionOS.
Great video Sean! I did try it but my simulator and preview in Xcode keep giving me this error: "Spline scene file is in an unknown format." I tried to load my Spline scene both locally and remotely. No success.
UPDATE: It keeps giving that error with every single scene (from the Spline online library) I try to work. I am on Xcode 15.2 and my app is targeting iOS 17.0
I got this error and I needed to make sure I was using my newly created "camera" object (the camera we added for the animation) as the "viewport" (over on the right panel). And not the "personal camera". That fixed it for me.
When I try to recreate this, I get "Spline scene file is in an unknown format." inside of where the 3D model should be displayed. any solution for this?
@@KalebZ_Tech To resolve the issue you need to create a completely new scene and then copy and paste all the content from an existing onee. This should help in resolving the problem. However, even if it works perfectly fine in the preview, there is still a possibility that may crash on the simulator or device.
I got this error and I needed to make sure I was using my newly created "camera" object as the "viewport" (over on the right panel). And not the "personal camera". That fixed it for me.
@@seanallen Thanks for your up-to-date episode first, but I got same issue when I did as you said before (using newly created "camera" object) I hope anyone can help us later.
Check out Spline at spline.design
i was trying using spline. i had someone made design for me on fiverr but scaletofit was not working, now i know how it will work. thank you for the video.
When I do the key combination, spotlight comes up. but not a bar like that. 😭
Happy to help!
Spline if you are reading this comment, create a marketplace for 3d objects please.
Isn’t that what the metaverse does?
Thank you! I’d love to see more visionOS and 3D content from you.
More on the way!
@@seanallen thank you! You’re awesome!😎
It's like you are reading my mind Sean, was interested in adding this into one of my apps soon. Appreciate the constant uploads. Cheers
Happy to help! Give it a try. I really enjoyed playing around with it.
yes I saw this recently and though it was good halfway house to bring 3d into 2D apps. For devs who dont have time to learn unity. The api to control the animation from Swift still needs work but they have a lot of upcoming changes so theyre investing a lot of time in iOS/visionOS etc.
I agree, it was a lot simpler to learn than I expected (not saying I'm a pro at it, but I felt good with it after a day of tinkering). I'm a big fan and think this will be very nice for volumes and spaces in visionOS.
Really helpful! Thanks for keeping us updated about new technologies in Apple ecosystem world!
Happy to help!
Spline is awesome indeed. Great video as always Sean!
It really is!
Thanks for sharing...hope to see more videos like this showing another use case with Slipe, especially with Vision OS
I appreciate that feedback - I think a visionOS video would be cool too
For anyone having the "Spline scene file is in an unknown format."", just create a new spline project and copy all the content to it. Create new "camera" object in the viewport if needed
Thank you Sean.
Happy to help
Hi Sean, thanks for the tutorial. 3D objects look very cool. I'm thinking of using it in my app, but I have doubts about performance. Does it affect battery consumption much? Or maybe there are other problems that we didn't anticipate?
I'm not sure about battery performance, but Spline uses the latest metal renderers for optimal performance. Sure, no 3D content would be more performant than having 3D content, but if you're gonna have it, Spline seems very well optimized.
Maybe @splinetool can chime in.
Wow so cool. I’ll have to check Spline out
I do wonder how this would work in a watchOS app - just out of curiosity mostly
I don't believe watchOS is supported at this time.
Definitely going to have to give this a go!
😍
Would love to hear what you think, Donny
Very interesting, Sean.
A couple of questions:
- I noticed you resized the asset in the editor, rather than dynamically resize it in SwiftUI. That doesn' seem like it's going to scale across different devices. Is it possible to do the scene scaling, to fit the SwiftUI scene, in SwiftUI?
- do we get callbacks for when the scene is loaded? So we can do nice transitions when the scene appears, instead of just plonking it onscreen after it's loaded.
Cheers.
Hi! Auto-zoom support for orthographic cameras is coming very soon. This already works with perspective cameras (the video is using orthographic camera).
Callbacks for when the scene is loaded will also be supported soon 🙌
Good to know!
Looks beautiful but, how about without a 3rd party plugin?
Thank you so much for sharing this!!
Glad you liked it!
Great video as always! However, does anybody know how to get rid of this frame selection that happens at 8:41. I positioned my model correctly and know i want to leave this framing view and the programm just won't let me.
This looks cool. Thanks for the intro video!
Give it a shot. It was a ton of fun to play around with and gave me a bunch of ideas.
Uploaded spline-iOS package but still saying No such module ‘SplineRuntime’ , probably works with Apple Silicon only 7:32
Amazing!!! This is a dream come true since RealityKit's Model3D and RealityView aren't supported on iOS, and Scenekit 3D models aren't supported on visionOS.
If I understand correctly, you currently wouldn't be able to build this app on visionOS yet - but spline is working towards that feature, is that right?
They are currently working on a lot of visionOS stuff. You can see some of their roadmap in the documentation on their site. But you can also export 3D stuff as a USDZ file from Spline, which you can use in visionOS.
Hell yeah, thanks Sean this is incredibly helpful
Hi! Actually we recently enable 3d embeds for VisionOS as well (including all content types: Windows, Volumes, and Inmersive views). The embedding approach is the same as the one for iOS. You just need to copy the embed code into your SwiftUI code for VisionOS.
@@splinetoolNO WAY!!! My life just got so much better. I might cry a little
@@splinetool very nice!
Thanks, Sean.
Glad you liked it
Great video Sean! I did try it but my simulator and preview in Xcode keep giving me this error: "Spline scene file is in an unknown format." I tried to load my Spline scene both locally and remotely. No success.
UPDATE: It keeps giving that error with every single scene (from the Spline online library) I try to work. I am on Xcode 15.2 and my app is targeting iOS 17.0
I got this error and I needed to make sure I was using my newly created "camera" object (the camera we added for the animation) as the "viewport" (over on the right panel). And not the "personal camera". That fixed it for me.
@@seanallen Thanks! I still get the error with a new camera. Creating a whole new scene and copy-paste the content solved the issue for me!
this worked for me thank you!@@seanallen
Can I have problems with the copyright holder if I upload works from the spline to my application?
This is so cool, thank you!
Glad you like it!
That's great 😍
Glad you liked it!
When I try to recreate this, I get "Spline scene file is in an unknown format." inside of where the 3D model should be displayed. any solution for this?
I am getting the same error and I haven't found a solution yet.
me too
@@KalebZ_Tech To resolve the issue you need to create a completely new scene and then copy and paste all the content from an existing onee. This should help in resolving the problem. However, even if it works perfectly fine in the preview, there is still a possibility that may crash on the simulator or device.
I got this error and I needed to make sure I was using my newly created "camera" object as the "viewport" (over on the right panel). And not the "personal camera". That fixed it for me.
@@seanallen Thanks for your up-to-date episode first, but I got same issue when I did as you said before (using newly created "camera" object) I hope anyone can help us later.
how did you open this bar? which short cut is that? 6:01
CMD + Tab
Showing me error "Spline scene file is in an unknown format."
A few people have ran into this. I'm not sure of the issue. Maybe @splinetool can chime in?
😒 *promosm*