Create an AR scene in less than 10 minutes!
In this tutorial we are going to explain how to create a simple scene with an animated 3D asset that you can showcase in AR with your mobile.
Step 1: Prepare your assets
After designing your assets with your preferred 3D modelling suite, export them in one of following formats:
- FBX or DAE for animated & static assets.
- OBJ is also an option for static assets.
- JPG, PNG or TGA for textures (It is recommended to set a maximum texture resolution of 2048x2048px).
Step 2: Create a Valkyrie project
Open the Valkyrie Launcher & click on the New App tab.
Select the template of your choice & click on create button located at the bottom-right corner.
You will be prompted to select a name for your application.
Take note that the folder used for your application is displayed in the location tab. By default (C:/Users/Username/Documents/VlkApps/App_Name).
Confirm the creation of your application by clicking on the Create button.
Upon creating your application, your Valkyrie Scene will be launched automatically, and you will be greeted with a blank level.
To load the level from the template you selected earlier, click on the Application Levels tab.
If you save your scene using CTRL+S the changes made to the level you are working on will be saved without creating a new level.
You have also the possibility to save your scene incrementally using CTRL+SHIFT+S. A new level will then be created.
Step 3: Import your assets
Go to your application folder (C:/Users/Username/Documents/VlkApps/App_Name).
Place all your assets in the Data folder.
Return to your scene and click on the Application Data tab.
Click on the Refresh the library button.
Your assets will now be displayed in the library.
Step 4: Set up your project
Disable the template’s assets you don’t need.
Drag & Drop your 3D assets in the timeline.
In this case, we are dealing with a giant dragon which may be too large for AR purposes.
Scale your assets to fit your intended usage.
Select your asset and either:
Press CTRL+E to toggle the scale controls:
Navigate to the Transform configuration in the Inspector panel and set the scale manually:
- It is recommended that you set the position of your asset as close as possible to the 0, 0 ,0 as it will be the anchor point of the AR Scene.
If your asset is animated, you will need to add a MixerAnimUpdate action on your asset.
- Go to the library panel and select the action tab. You can then select any action object by scrolling down, or typing the first letters of the object you are looking for.
- Drag & Drop the MixerAnimUpdate action on your asset.
- Then you can press CTRL+Space to play / pause your scene, or press the play / pause button in the timeline.
The scene will behave the same way in play mode as it will in AR so you can test out the final rendering of your app.
It is time to add the textures to your asset.
- Select your asset and its materials will be displayed in the material editor on the right side of the screen.
- Drag & Drop the textures you copied previously in the data folder to the relevant channels, and configure the look & feel of your materials.
The last component to add are lights.
- In this case, the Orbit Camera template we selected initially already featured a light. Nevertheless, let’s explore how to create a light from scratch.
- Take note that unless your materials have the unlit flag checked, it is necessary to have at least one light in the scene.
- In the library panel, select the entity tab, then Drag & Drop a Light entity in your scene and place it at your convenience.
- Select the light type among:
- Directional (For scenes featuring the sun)
- Spot (For great artistic results)
- Area (For even greater artistic results)
- Point (For omnidirectional requirements)
- Configure the properties of your light to get the desired artistic effects.
- If you wish to have shadows blended in your AR scene, use the free opacity asset below on your plane defined by the Ground Box-type primitive entity:
- Radial Gradient Map:
- Save the above pic and place this texture map in your data folder.
- Click on the Refresh the library button, Drag & Drop the texture in your Ground plane’s Opacity Channel and check the Translucent flag.
Press ALT+SPACE to preview your app’s Final visual result & CTRL+SPACE to play it.
Step 5 Export your scene
- Click on the Export tab and select the file format you wish to export to:
- Use Player to generate a VPK file that can be played on iOS devices with our app We3D, but also on all Mac / Windows computers that have Valkyrie Engine software installed.
- Use EXE to generate a Microsoft Windows Executable file.
- Use Project to generate a Project Archive (.zip file) that can be opened & edited by other users.
- In this case we will use the Player option as we want to create an AR scene for iOS.
- Clicking on the Explore button will open the location of the VPK file. By default in (C:/Users/Username/Documents/VlkApps/App_Name/Publish/Level/Player)
Step 6 Share with the world!
Your VPK file is now ready, there are multiple methods to send it to your iOS devices.
For Online Transfer:
- Upload the VPK file to your preferred online storage service, or send it to anyone by email or any messaging app.
- Download the VPK on your iOS device and select Open in We3D.
For Local WiFi Transfer:
- Make sure your computer is connected to internet.
- Open We3D on your iOS Device. Make sure your device is connected via Wi-Fi to internet (on the same local network as your computer).
- Click on the menu on the top-right corner. Your current IP address will be displayed.
- Enter this IP Address in your web browser and you will able to access We3D subfolders & upload directly the app to your iOS Device.
After downloading the VPK on your device, open We3D and let the magic happen!