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Spark AR is Facebook’s free AR creation platform that enables users to create interactive AR experiences for Facebook and Instagram. More than 400,000 creators in 190 countries have used Spark AR to create their own AR creations

Since the software requires no coding knowledge to use, anyone can now lead the world by creating the next crazy viral Instagram AR effects with little experience in the AR world.

Specialized AR filter designers can cost anywhere from $1,000 to $30,000.

preface

Spark AR Studio supports texturing and animating 3D objects. This article provides tips to help you create 3D objects that work better and more efficiently in Spark AR Studio projects.

Before reading this article, assume that you are already familiar with the following:

  • Applications such as Autodesk®3ds Max® Animation software, Autodesk®Maya® software and Blender.
  • UV map and UV shell UV shell.
  • Materials and texture maps.
  • Bone binding – The process of establishing a bone hierarchy for a 3D object.
  • Skinning – The process of attaching bones to a grid.
  • Deform (mix shape or shape key)
  • Keyframe animation, animation clip.

Zoom and Position

When creating the Spark AR effect, you are placing 3D objects in the real world, so it is important that these objects represent real and uniform proportions. This is especially critical when creating effects for business use cases. For example, if your effect allows users to place items from the furniture catalog in their living space, then the 3D furniture should have realistic proportions.

Outside of Spark AR Studio, make sure:

  • Set the correct units. The default Spark AR model is uploaded in meters. If you export the 3D model in meters, the scale should be correct by default.

  • Use the built-in 3D measurement tool to check the size of the object and, if necessary, scale the object to match the actual or desired size of the object.

  • Keep all 3D objects no smaller than 1 cm and no larger than 5 meters. Users may have trouble interacting with objects outside these dimensions.

  • Sets the pivot point as the origin of the object.

  • Once you have positioned and scaled the object correctly, don’t forget to set the new transform value of the object to its default value. Do this before exporting the object.

The image on the left is an imported bird object with the wrong proportions. The picture on the right shows a properly proportioned bird.

The grid

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UV mapping

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The material

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texture

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Bone creation and skin (Bone binding)

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animation

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