Can I view my imported model in AR with the new IRhino app ?
After you have opened your model, tap on the viewport title button and switch the display to “Rendered AR”
You may be asked if iRhino can access your camera if this is the first time you have done this. Once you say that it is ok to use the camera, you should get your model integrated with the camera feed.
There is still a lot of work to be done on iRhino in this area.
its a still struggle maneuvering the modal around in VR space, so mush potential with this app though Steve, keep up the great work
I agree; we need to allow for anchoring the model at locations in space that you can set. We’ll get there, but it will take a while.
Would be great if we could anchor to scale!
@stevebaer has there been any further improvements to the iRhino app? There is so much potential for this little gem of an app for presentations to clients and review meetings etc
@milezee , there has been several improvements on the augmented reality feature in the past two release. You can now anchor the model to the following:
- Horizontal Surface
- Vertical Surface
- Free Point
- AR Marker (Fiducial)
You also have the ability to control the model orientation and position in AR mode.
Give it a try!
oh yes this is going in the right direction now, its now becoming an app I would use to run through models with a client, keep going with the development team
Is there any information on how to use the AR Marker?
Once in AR-shaded or AR-rendered display mode, follow these steps to print the AR Marker and place it somewhere the camera can see:
I wanted to check this out because of the potential speed to AR mode, but sadly there is a large bug with the combination of iPhone 12 pro, iOS 16.4.1 (a), and Version 8.0.23130 build 11.01.0
I can’t select any of the 3 buttons above the folder, layers, and settings button.
As soon as your model gets moved too far away, I can’t reset position. The hamburger menu doesn’t work, and is that a refresh? I’m not sure because the buttons don’t work.
That also means that I can’t download the AR market, which would be nice if it were in an accessible place elsewhere. Printing from your phone is not the most ideal situation since Apple is lacking in printer control on Any of their platforms, and many printers (especially in a business environment) are not set up with AirPrint even if compatible.
Whatever AR method is being used here is a bit poor in comparison to the default ARKit. Is there a reason for that? Things really slide around and aren’t proper scale. If I just export a correctly scaled model in USDZ format and open the file then it is scaled correctly and sticks to the ground surprisingly well.
I’m hoping with an AR Marker it gets scale with the AR marker and doesn’t slide around so much?
Without seeing your model properly scaled in AR, that feature is little more than a gimmick, so I’m hoping that gets solved. Being able to open a rhino file up on my phone to check out real-life scale in a fast way would be really nice.
Thanks for the feedback @kalamazandy , the AR mode is still work in progress and the request for real world scale is high up on my list of things to do.
We are using ARKit, but since we’re not dealing with USDZ and predefined geometry we can’t use any of the convenience APIs that ARKIT has for handling nodes, anchors and scale. We have to use lower level APIs to achieve the same results which is surprisingly a lot of work.
Anyway, the bug you’re describing about not being able to tap the buttons is new to me. Let me see if it’s device specific or I can reproduce it on my device. If I can I should be able to get a fix out pretty quickly.
I completely understand. Apple’s systems Really suck sometimes. Their thought process seems to be, “it works great if you use ONLY our system, and we’ll make anyone else’s lives a living hell…even if we don’t make a tool to do what you want. We’ll just limit you to what we give you and like it.”
It really sucks too because one of the Really cool features is it simultaneously uses both cameras to create a faux environment live, so reflective things actually reflect your current environment. Of course, they also made that VERY difficult in that the only way to turn that feature off is to write you own application and bypass features in ARKIT.
So please don’t take this as complaining. I totally understand the challenges.
I do wonder if you can fake a workaround to address the scale issue by adding an empty USDZ file to define the world scale and stick your model to that in some way.
USDZ defaults do some stupid things and I had to get creative in order to get a floating object with a ground shadow to work. Default tries to be “smart” and automatically ground a model that is already in positive Z space.
The bug might be device specific. Those buttons work fine on whatever version of iPad pro we have around here. That was all I had available to test out though. But that’s why I gave info for all of the versions as well. Could be iOS specific, device, software version. You just never can tell.
Looks like I broke something in the build above. I’m working on a fix now, but releasing to the Appstore takes a few days. Sorry about that
This should be fixed in version 8.0.23132 that I just released to the Appstore.
I’ll keep you posted if I manage to get real world scaling to work.