Spark AR doesn’t support the entire catalogue of custom features and deformers offered by popular 3D applications. Choosing the right 3D file format and knowing which features are supported in advance can improve your workflow and save frustration.
Supported file formats and features
Spark AR imports objects in the following 3D file formats:
- FBX 2015 (binary and ASCII versions).
- gITF 2 (binary and text versions).
Where possible, we recommend using FBX or glTF files. Only the following Spark AR compatible features will be imported:
- Skeletal animations targeting the object’s position, rotation and scale.
- 3D scenes.
- Blendshapes (known as shape keys in Blender and blend shapes in Autodesk® Maya®).
Limitations and known issues
When working with blendshapes keep in mind that:
- Blendshapes must share the same vertex IDs, and UV map as the source mesh or they either won’t work in Spark AR Studio or cause artefacts. Blendshapes don’t work on high-density meshes, keep the triangle count below 22k if you want to use them.
- Animation keyframes on blendshapes won’t be imported.
- If your 3D object has several blendshapes the export file may be too large. Only use blendshapes if necessary and for simple meshes.
- Non-linear and custom deformers will be ignored. For example if you’re working in Autodesk® Maya®, don’t use nonlinear deformers as they won’t be imported to Spark AR Studio.
You should also note that:
- KHR_texture_transform in glTF files aren’t supported.
- UDIMs or multiple UVs layouts per mesh aren’t supported.
- Euler or bicubic interpolation for 3D keyframe animation isn’t supported.
- If you import a skeleton with no skinning connected to it, Spark AR will consider it a null object.
- Importing a skeleton in Spark AR Studio may result in extra transform nulls per bone.
- Importing a 3D object with a triangle count above 22k generates duplicated material slots on the mesh.
- When importing a 3D object with a triangle count above 22k and an animation, the animation is removed from the object.