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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.

animation

Using procedural animations in Spark AR Studio allows you to generate real-time animations while keeping the effect size small.

Adding keyframe animations to objects outside Spark AR Studio is a good choice for creating more complex and detailed actions, but it can increase the file size. If you need to use keyframe animation, follow these tips:

  • Add only keyframes to the standard properties (position, scale, and rotate).
  • Do not add keyframes to properties that do not require animation. For example, don’t add keyframes to the scale if you don’t need them.
  • Remember, custom attribute keyframes are not exported.
  • Use a 24 FPS frame rate in 3D software.

Another way to add complex animations to 3D objects is to create animation clips (snippets) and assign them to objects in Spark AR Studio. You can create clips using The Game Exporter Plugin in Autodesk®Maya® or using NLA (Non-linear Animation) actions in Blender.

Before importing objects, you should also be aware of the requirements and limitations of file formats and features.

Requirements and restrictions for importing 3D objects

Spark AR does not support all the customization capabilities and deformers that popular 3D applications offer. Choosing the right 3D file format and knowing in advance what features are supported can improve your workflow and avoid frustration.

Supported file formats and features

The 3D file format of Spark AR imported objects is as follows:

  • FBX 2015 (Binary and ASCII versions)
  • GITF 2 (binary and text versions)
  • COLLADA/DAE
  • OBJ
  • DAE

Where possible, we recommend using FBX or glTF files. Only the following Spark AR compatibility features will be imported:

  • The grid
  • The material
  • texture
  • Animation of bones that target the position, rotation, and scaling of objects
  • The 3 d scene
  • Blend shapes (Called Shape Keys in Blender and Blend Shapes in Autodesk® Maya®)

Limitations and known problems

When using blended shapes, remember:

  • As the source mesh, the mixed shapes must share the same vertex ID, and UV map, otherwise they will either not work in Spark AR Studio or result in imperfections. Blend shapes do not work on high density meshes, if you want to use them, keep the triangle count below 22K.
  • Animation keyframes for blending shapes will not be imported.
  • If your 3D object has multiple mixed shapes, the export file may be too large. Use mixed shapes and simple meshes only when necessary.
  • Nonlinear and custom deformations are ignored. For example, if you work in Autodesk®Maya®, do not use nonlinear deformers as they are not imported into Spark AR Studio.

You should also note:

  • KHR_texture_transform in glTF files is not supported.
  • Geometric compression (Draco) in glTF is not supported.
  • Each grid does not support UDIMs or multiple UV layouts.
  • Euler or bicubic interpolation for 3D keyframe animation is not supported.
  • If you import a skeleton without skin, Spark AR will treat it as an empty object.
  • Importing a skeleton in Spark AR Studio may result in additional Transform Nulls for each skeleton.
  • Importing a 3D object with a triangle number greater than 22K creates duplicate Material slots on the grid.