sceneform-android-sdk | Sceneform SDK for Android | Android library

 by   google-ar Java Version: v1.16.0 License: Apache-2.0

kandi X-RAY | sceneform-android-sdk Summary

kandi X-RAY | sceneform-android-sdk Summary

sceneform-android-sdk is a Java library typically used in Institutions, Learning, Administration, Public Services, Mobile, Android applications. sceneform-android-sdk has no vulnerabilities, it has a Permissive License and it has medium support. However sceneform-android-sdk has 14 bugs and it build file is not available. You can download it from GitHub.

Sceneform SDK for Android

            kandi-support Support

              sceneform-android-sdk has a medium active ecosystem.
              It has 1193 star(s) with 604 fork(s). There are 96 watchers for this library.
              It had no major release in the last 12 months.
              There are 564 open issues and 514 have been closed. On average issues are closed in 11 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of sceneform-android-sdk is v1.16.0

            kandi-Quality Quality

              sceneform-android-sdk has 14 bugs (0 blocker, 0 critical, 13 major, 1 minor) and 1006 code smells.

            kandi-Security Security

              sceneform-android-sdk has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              sceneform-android-sdk code analysis shows 0 unresolved vulnerabilities.
              There are 1 security hotspots that need review.

            kandi-License License

              sceneform-android-sdk is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              sceneform-android-sdk releases are available to install and integrate.
              sceneform-android-sdk has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions, examples and code snippets are available.
              sceneform-android-sdk saves you 8438 person hours of effort in developing the same functionality from scratch.
              It has 17322 lines of code, 2371 functions and 189 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed sceneform-android-sdk and discovered the below as its top functions. This is intended to give you an instant insight into sceneform-android-sdk implemented functionality, and help decide if they suit your requirements.
            • Sets the content view
            • Activates this component
            • Sets the renderable for this node
            • Checks to see if the given Activity is supported or not
            • Builds the material parameters
            • Get a texture by name
            • Load the models into a CompletableFuture
            • Convert sampler definition to min filter min filter
            • This method can be overridden by subclasses to handle touch events
            • Compares two vectors
            • Updates the dragging state
            • This method can be called to check if touch is enabled
            • Convert a point in world space to screen space
            • Create the model pipeline import
            • This method can be called to start motion events
            • Sets the global scale of this node
            • Creates a cylinder with the specified parameters
            • Test if there is an intersection with the intersection
            • Creates a sphere with the specified parameters
            • Builds the internal renderable data
            • Loads the Light probe
            • Convert a texture sampler to a textureSampler
            • Creates a new FilamentAsset instance
            • Creates a cube with the specified parameters
            • Render the frame
            • This method is called when a drag gesture is encountered
            Get all kandi verified functions for this library.

            sceneform-android-sdk Key Features

            No Key Features are available at this moment for sceneform-android-sdk.

            sceneform-android-sdk Examples and Code Snippets

            No Code Snippets are available at this moment for sceneform-android-sdk.

            Community Discussions


            Unable to set proper orientation of 3d Model in AR augmented face
            Asked 2020-Apr-29 at 08:07

            I am trying to put earings on the face using arcore augmented face. I am editing the 3D model in blender and adjusting the model according to canonical_face_mesh.fbx .

            But my 3d model is rendering above the head.

            I also tried making the pivot point of my model same as that of canonical_face_mesh.fbx, (as mentioned in this SO question) but still when running in app it's rendering



            Answered 2019-Oct-01 at 11:41

            The problem was

            1. I was not placing custom meshes as children of the asset node as mentioned in doc.


            To make the custom mesh or the object a child of the asset node:

            i) Load the given canonical face mesh in blender file->import->fbx then browse for your downloaded canonical face mesh.

            (Note: Every SDK has its own reference face mesh and they differ; make sure you use correct one).

            ii) Then load your custom 3D model.

            iii) Scale and align your model according to the canonical face mesh wherever you want it to be.

            iv) In object mode press ctrl + shift +p and then click your custom model and then click the bones present in canonical face mesh.A selection menu will appear select object in that menu.

            This will make your model, the child of the asset node.

            1. Now you need to add Vertex Group in your model. To do so:

            i) Select all vertex in your model in edit mode.

            ii) Then go to context object data menu. Click the + icon and name your Vertex ( NOSE_TIP, FOREHEAD_RIGHT, or FOREHEAD_LEFT ). This you have to assign according to your model. Mine is Nose Pin so i choose NOSE_TIP. Then Click assign.

            Now to cross check you can deselect your model and then click your vertex group and click on select button next to assign button you will notice that your model is selected now.

            1. You need to add modifier. To add modifier

            i) Click on the modifier option.

            ii) Then click add modifier you will see a drop down menu in that select armature.

            iii) Name it as asset as shown above select object as asset and select Nose_TIP as shown above.

            Now Delete only the facemesh from the asset.

            and import your model.



            Why does the Augmented Image Sceneform SDK Sample doesn't work only with run-time constructed AR objects?
            Asked 2020-Apr-04 at 06:03

            I'm tinkering with the Sceneform SDK's Augmented Image sample code after I completed the accompanying code lab. The completed sample adds two types of objects to the AR scene: one is modeled with a CAD software and loaded from an sfb binary (that's the green maze) and the other one is a red ball which is constructed run-time using the MaterialFactory and ShapeFactory.

            A simple experiment is to remove the green maze to only have the red ball (and remove the physics engine of course as well). In that case however the red ball does not appear on the AR scene.

            The interesting thing is that the green maze does not have to appear on the scene - by that I mean I don't have to create the Node, assign renderable, etc.



            Answered 2020-Apr-04 at 06:03

            This happened because implicitly the Factory based scene building contains CompletableFuture as well! More specifically the material building is a function which returns CompletableFuture.

            Not realizing this, I haven't quoted the important code section in the question. You can see that the just below the Maze model loader instructions:




            How to orient GLTF in Android Sceneform level with gravity
            Asked 2020-Feb-20 at 21:08

            I've been getting my butt kicked trying to get a vertically placed 3d model GLB format placed properly on a vertical surface.

            Just to be clear, I am not referring to the difficulty of identifying vertical surface, that is a whole other problem in itself.

            Removing common boilerplate of setup to minimize this post.

            I am using a fragment that extends ARFragment.



            Answered 2019-Nov-22 at 20:48

            Well I finally got it. Took awhile and some serious trial and error of rotating every node, axis, angle, and rotation before I finally got it to place nicely. So I'll share my results in case anyone else needs this as well.

            End Result looked like:

            Of course it is mildly subjective to how you held the phone and it's understanding of the surroundings, but it's always pretty darn close to level now without fail in both landscape and portrait testing that I have done.

            So here's what I've learned.

            Setting the worldRotation on the anchorNode will help keep the 3DModel facing towards the cameraview using a little subtraction.



            Where do lifecycle methods, and other methods, get their parameter values?
            Asked 2020-Jan-20 at 15:53

            In the following Android lifecycle method:



            Answered 2020-Jan-20 at 15:53

            The documentation for Fragment.onCreateView() indicates the following:

            This will be called between onCreate(Bundle) and onActivityCreated(Bundle).

            The Android framwork makes all lifecycle calls itself.The Android framework will call onCreate() on the fragmentto initialize the fragment. At some later time, the Android framework will callonCreateView()` on the fragment. The following parameters are passed:

            • LayoutInflater: The LayoutInflater object that can be used to inflate any views in the Fragment. The framework gets the LayoutInflater from the Activity's Context.

            • ViewGroup: If non-null, this is the parent view that the fragment's UI should be attached to. The fragment should not add the view itself, but this can be used to generate the LayoutParams of the view. This parameter is the container View that holds the Fragment.

            Bundle: If non-null, this fragment is being re-constructed from a previous saved state as given here. In this case, the Bundle contains the most recently saved state of the Fragment (ie: the data from the most recent call made to the Fragments onSaveInstanceState() method).

            Regarding your other questions:

            • If you define a method foo(), the Android framework would never call it. The Android framework has a specific set of defined methods that it calls on certain components (Activity, Service, BroadcastReceiver, Fragment, etc.) at specific times.

            • The View returned from onCreateView() will be used by the Android framework. The documentation clearly indicates how the returned View object is used:

            If you return a View from here, you will later be called in onDestroyView() when the view is being released.



            Placing a static object in the corner of a screen with ArCore
            Asked 2019-Dec-15 at 17:54

            I'm building an AR navigation app and I'm not really familiar with AR aspect of it. Is it possible to place an object in a static position for example in a corner of the screen?

            I based my app on the sceneform example from Google: I already imported the 3D-Model I want to use. Currently the app is looking for anchors on which you can place the object. I just want to place a navigation arrow in a corner of the screen, the arrow should still be able to rotate though.

            I already searched for examples or similiar questions, but couldn't find any. Thank you for your help.



            Answered 2019-Dec-10 at 16:38

            Make the 3D model a child of the camera node, by making it a child of the camera node you are forcing it's position to update relative to the camera and not an anchor. Use local rotation to rotate the model.


            You can also use sceneform as part of the app's layout.xml. In the layout.xml for the view, add the SceneView as part of the view's layout.



            Sceneform generates sfb files without colors
            Asked 2019-Dec-04 at 03:02

            I have problem with the objects generated from Google Sceneform Tools ​(Beta)​ v1.13.0 in Android Studio.

            I downloaded the object (.obj file) from poly and imported to Blender to change the dimensions. After that exported again as .obj file.

            When I use it to generate .sfb file in Android Studio with Sceneform tools, the .sfb object that is generated is only black.

            Left is object (.obj and .mtl) imported in Blender, and right is generated .sfb file in AndroidStudio.

            Thanks in advance.

            EDIT: I have checked this link, but in my case .obj file starts with these lines:



            Answered 2019-Dec-04 at 03:02

            Ensure that you also export the texture (image file) that your 3D mesh requires. In my case, my sample-data directory looks like this:

            After successful conversion of the 3D model into sfa/sfb file formats, you should then check on the samplers array in the sfa file that defines the textures your mesh is using.

            Here's my end result:



            ARCore: Get world coordinates for mesh vertices
            Asked 2019-Nov-08 at 14:45

            I am trying to get the corners of the eyes like this (one here as example):



            Answered 2019-Nov-08 at 14:45

            Solution: It's not the Center pose, it's the AugmentedFaceNode from the face, which the values in the buffer given by getMeshVirtices() are relative to:



            Problematically rotate 3D model using Sceneform ecosystem
            Asked 2019-Apr-16 at 17:01

            I'm using the Sceneform SDK in Android Project.

            I have sfb and the sfa objects in my project, and I want the initial rotation of my object to be rotated 90 degrees. How can I achieve it?

            I found the next code in these files and I changed the scale.

            But I didn't find a way for the rotation.



            Answered 2018-Jul-26 at 10:23

            Not sure if this is what you looking for but try this it looks to me nightmare though it works i have tried it somewhere at the bottom page he will explain to you how to rotate the 3dobject look for this title "Bonus: Make the heart rotate!"

            how to do rotatation animation in sceneform



            How to tilt a Node(or TransformableNode)object downwards in Sceneform(Ar Core)?
            Asked 2018-Dec-14 at 17:08

            I am bit confused how to tilt an image downwards with the help of TransformableNode in google ARCore Sceneform API. I am using google Sceneform example. I am successfully able to place contents in Screen.

            Please take a look at below image how it is currently

            However, I want to tilt the facebook icon downwards like earth, which is in the table. I have tried using Node and TransformableNode as stated here, but failed to do so. Can anyone tell me how to do so? Here what I have tried so far.



            Answered 2018-Dec-14 at 17:08

            Similar to set position cornerNode.setLocalPosition(localPosition); you can set rotation cornerNode.setLocalRotation(new Quaternion(90f, 0f, 0f, -90f));


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install sceneform-android-sdk

            Use the following steps to include and build the Sceneform 1.16.0 SDK with your app:. To get started with the Sceneform SDK, check out the [Sceneform sample](
            Download from the Sceneform SDK [releases]( page.
            Extract the sceneformsrc and sceneformux directories into your project’s top-level directory. The resulting directory structure should be similar to the following:
            Modify your project’s settings.gradle to include the Sceneform projects:
            Finally, add a reference to the Sceneform SDK to your app’s build.gradle:


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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