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Scene Kit Tool Warning loading Collada files with Xcode 5
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@Skirrah

Posts: 9

NGLNewbie

Sat, Nov 16 2013


I have an Xcode 4 project for iPad that successfully uses NinevehGL for importing 3D Collada (.dae) files. This works fine for existing .dae already in the Copy Bundle Resources.

However, since upgrading to Xcode 5, when I add a new .dae file to the Resources, I get a warning:

/scntool: Resource is left untouched because Scene Kit will not be able to load it on 10.6. To solve this issue you can change your product's Deployment Target to 10.9 or later.

If I remove the new .dae files, there is no warning and the previous models load correctly. However, as soon as I add any new ones, the Warning occurs for each new file, and the new models will not display.

I am running this on iPad so not using Scene Kit.

Any help would be much appreciated.

Thanks!
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Sat, Nov 16 2013


In response to: @Skirrah

Hello buddy,

Very easy, Xcode since ever has a problem identifying the files you put inside your project and usually it mess all up. Specially with non-usual file formats, like 3D files.

Make sure your file and the related files is inside "Copy Bundle Resources" and not in anywhere else.
0% like this - 0/0

@Skirrah

Posts: 9

NGLNewbie

Sat, Nov 16 2013


In response to: @dineybomfim

Thank you for your reply but I'm not really sure what you mean.

At the moment I drag the .dae file to the Xcode Navigator's "Supporting Files" folder. It then appears automatically in the "Build Phases" "Copy Bundle Resources" list.

Can you be more specific about where else the files may be but shouldn't?

Thanks! Your help is much appreciated.
0% like this - 0/0

@Skirrah

Posts: 9

NGLNewbie

Sun, Nov 17 2013


In response to: @Skirrah

Seems to work if I add a Build Rule to process DAE files;

# scntool

I'm not sure what has changed here between Xcode 4 and Xcode 5.
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Sun, Nov 17 2013


In response to: @Skirrah

Hello buddy,

Yes, you just did via settings what I told you manually.

Often Xcode mix up unknown file extensions, putting them into the "Compile Sources" or even worse, marking them as a special file.

Xcode 5 changed its ways a little bit because the Sprite Kit. Now Xcode has a feature of trying to create bundle assets for games, like atlas map etc. But the concept stills the same, make sure your 3D files and all its related files are correctly inside the "Copy Bundle Resources" and they are compiled for the bundle of your correct target.

BTW, you really meant "Scene Kit"? Not "Sprite Kit"? Because "Scene Kit" is for Mac OS, not for iOS... so it can't lie within the same NinevehGL target.
0% like this - 0/0

@Skirrah

Posts: 9

NGLNewbie

Mon, Nov 18 2013


In response to: @dineybomfim

Thanks for your help.

Definitely "Scene Kit Tool Warning", not Sprite Kit.

Incidentally, Collada files exported from Google SketchUp used to work well with NinevehGL but don't seem to do so anymore. Perhaps something in the exported file format has changed?
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Thu, Nov 21 2013


In response to: @Skirrah

Hard to say.

If you still having troubles, please email us with the file and we'll investigate it.
0% like this - 0/0

@otri

Posts: 9

NGLNewbie

Mon, Nov 25 2013


In response to: @Skirrah

You have to watch out touching DAE files with Xcode. It tends to load the DAE into Xcode's integrated SceneKit viewer, then re-write the entire DAE out again, even when you click "Keep Original" (hah, sure xcode). I've filed a bug, re-opened it, and escalated to no avail.

I've had to right-click and override the "Open As" to "Source Code" unfortunately it's rather tricky to change the type without accidentally triggering Xcode to convert the file. I just copy into the project path, load into version control (GIT), commit the files, bulk-add into Xcode, change all the file Open As types, and revert the files from version control. Hah, crazy process, but it works.
100% like this - 1/1
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