I am new in Unity.I am going to make 3D fighting game so I need character so that i can customize them in Unity and can start on my work.So can anyone tell me is there any way to get built en Character so that i can not waste my time to make character in Other 3D modeling just like MAYA etc... So can i found Character and make them customize with my needs.
There are several resources like Unity Asset Store, Blendwap, 3DExport.com, Mixamo Autorigger, TurboSquid and others, where you can find a lot of models off the shelf. But be warned:
Chances are very high that at the end you will find yourself tuning and customising in Blender, Maya or whatever tool you (don't) like ;-) There is almost always a need to change something and then you have to learn at least the basic concepts or find someone who does this for you. As you have tagged this question with Android, you have to bear in mind that you are limited to low-poly characters (<= 1000 vertices, <= 30 bones)
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I have been working on an application that involves font recognition based on a users free hand drawing characters in Android Canvas.
In this application the user is asked to enter some predefined characters in a predefined order (A,a,B,c). Based on this, is there any way to show the very similar font which matches the user's hand writing.
I have researched on this topic found some papers & articles but most of them are recognizing font from a captured image. In that case they are having a lot of problems by segmenting paragraphs, individual letters and so on. But in my scenario I know what letter the user is drawing.
I have some knowledge in OpenCV and Machine Learning. Need help on how to proceed with this problem.
It is not exactly clear to me what you want to accomplish with your application but I assume that you are trying to output a font from a database of fonts that matches a users handwriting the most.
In Machine Learning this would be a classification problem. The number of classes will by equal to the number of different fonts in your database.
You could solve this with the help of a Convolutional neural network which are widely used for image and video recognition related tasks. If you've never implemented a CNN before I would suggest that you look up this resources to learn about Torch which is a easy-to-start-with toolkit to implement CNN's. (Of course there are more Frameworks such as: Tensor Flow, Caffe, Lasagne, ...)
Torch Homepage
Deep learning with Torch: 60 minutes blitz
Torch Cheatsheet
The main obstacle you will face is that Neural Networks need thousands of images (>100.000) to properly train them and to achieve satisfying results. Furthermore you do not only need the images but also a correct label for each image. Will say, you would need a training image such as a handwritten character and the corresponding font it matches the most out of your database as its label.
I would suggest that you read about so called transfer learning which can give you an initial boost as you do not need to set up a CNN model completely by yourself. In addition people have pre-trained such a model for a related task so that you safe extra time as you would not need to train it for many hours on a GPU. (see CUDA)
A great resource to start with is the paper: How transferable are features in deep neural networks?, which could be helpful for the stated reasons.
To get tons of training and testing data you can look up the following open datasets that provide all types of characters that can be helpful for your task:
Artificial Characters Data Set
UJI Pen Characters Data Set
The Chars74K dataset
Hand written - Datasets
A New Benchmark Dataset for Handwritten Character Recognition
For access to a lot of fonts and maybe even the possibility to create further datasets on your own you can have a look at Google Fonts.
You might find this article very interesting : https://erikbern.com/2016/01/21/analyzing-50k-fonts-using-deep-neural-networks/
Seems like a pretty straightforward deep learning supervised learning problem.
Generate a ton of randomly deformed samples for letters of each target font type, and train a convnet on that set?
The ideal would be to have a huge set of labeled, handwriting to font data, but that feels unlikely.
You could also use the generated, progressive to font code to take a bunch of handwritten samples, and transform them to look more like the font of your choice, as a dataset.
This is good place to start : https://github.com/fchollet/keras/blob/master/examples/mnist_cnn.py
Digit letter recognition with convnets.
This is quite a bit of work though if you haven't worked with that stuff before.
I would suggest using OCR library tesseract. Very well developed and mature. It also has support for training with other languages which you can use to train over a set of font.
Approach
Training:-
Take all 26(per alphabet) images for n fonts. Train tessaract over 26 A's, then 26 B's and soon.
Testing:-
Take a sentence and separate all characters.
For each character, find certainty score(supported in library) from Tesseract. Note, for character 'a, use the trained model on all 'a''s from different fonts.
For all characters, find best font using some metric (average, median, etc). For example: You can sum certainty score each font received for all characters and use the font which got max result.
So, for a personal project, I'm trying to make an app that helps newcomers get used to the school quickly. And for one section of it, I'm trying to build a 3D Structure, in a shape of my school campus, with lables incidating where the rooms are, so when the using searches for specific rooms, they can easily find it. So, It would be like from one activity, when I click a button, it opens a new activity with a search bar on the top, and the rest of the screen a 3d image people can navigate through. What's a way I can accomplish this?
I know that the structure part can be accomplished with Unity, which I haven't learned but have an idea of what it is, but I don't know how to build the rest of the app with Unity.. So..
You probably want to start with designing the model (structure) in some-kind of modeling program, Maya, 3DS Max, Cinema 4D, Blender, etc... (Personally I recommend using Blender since it's free and open source). Then you would want to export it to some 3D model format, I recommend using .obj since it is very human-readable and easy to parse on your own, but you can use some other format and parse it using a library.
Now comes the more difficult part and it's to render the loaded model onto the screen. This can be accomplished with OpenGL ES or a more highlevel library which can abstract it for you. If you're not familiar with OpenGL ES or OpenGL in general, I wouldn't recommend using it since it may take some time to learn. There are few libraries out there which can render 3D models pretty easily. Now you should probably create some-kind of a controllable camera as well so you can use it to navigate through the model.
This maybe looks like a lot of work but if you already familiar with computer 3D graphics it can ease it up for you.
Well, you can make a 3d model of your school using Blender (which is a free tool, but will almost certainly be a lot of work). Export the model as a mesh which you can insert into your app as an asset or resource. Read the resource and present it using (probably) opengl. This is a SUPER high level view, in actual fact there's quite a lot of work in each stage. Some third party libraries can make it a little easier, but it will still be a big job. I personally like libgdx for abstracting the pain of opengl, but that's just my personal opinion.
It's a big job, but would be super cool .. good luck!
I recommend starting off with building the structure in a program like Blender, Maja or 3ds Max. You can export your projects from those programs to pretty much any game engine and it makes more sense to build things in one of those programs.
Once you're done with that you can choose which engine you want to use to add the search function, if unity or Unreal or whatever but either way you're going to need to make yourself familiar with java or c to add the search function.
I recommend to use blueprints of building if available, it will save you a loads of nerves. Use it as a material texture and place it on a plane polygon to get a good lining helper.
If you do use Unity for development then try Maya for polygonal modeling. At least they are looking similar to each other whereas 3DSMax is always a mind f*cking experience.
My thesis is to create an 3D android game. I have installed the 3D softwares like 3DS Max, ZBrush, Blender. I also downloaded Android SDK for Windows and I have Eclipse Juno. But I don't know how to start. Thank you in advance. :)
If you want to write a game, use a game engine.
I would advice against using OpenGL directly if you want to focus
on game mechanics or story. 3D game engines like
Unity or JMonkeyEngine
give you all the tools you need to turn your 3D assets into a game:
Importers for various file formats, a scene graph,
math libraries, and usually tons of example projects that get you
started quickly.
If you want to write a rendering engine, use OpenGL
With OpenGL you can build everything mentioned above yourself: Write
or find importers for your assets, figure out a lighting model, write
a scene graph. If you want to do all that, cool, use OpenGL. But
doing this technical stuff will keep you busy; you will have less time
to make a really great game.
I prefer OpenGL ES for Android. Good performance and easy enough to learn.
It's better to start from basic with opengl and then understand concept of using 3d and then prefer standard tool to use.
I have listed android game engine tool for 2d and 3d. Hope it might help u.
https://stackoverflow.com/questions/17163446/what-is-the-best-2d-game-engine-for-android/17166794#17166794
Start with unity3d which is a game engine, I am not sure but the names that you have posted are used for making 3d models for the game.
Your Thesis? That's pretty broad scope! :)
What I would be looking for, is something with lots of example code (since you say you don't know where to start) and good community involvement (ditto the start thing).
If you only need a single player setting, then I would suggest libGDX as a place that would be a good jumping off platform, as there are lots and lots of step thru tutorials along with lots of example code (and a very up to date wiki on the API), and a pretty good group at helping out with issues.
Since it is open source, you can dig as deep as you want into the inner workings to understand (or be mystified like me) as to how the code is accomplishing whatever task you are looking at. (which might be handy for your thesis)
While it might not be quite as polished as some other commercial 3d development kits, the BadLogic crew has made some very big progress the past few months on the 3d side of the house, along with breaking my JSON code... thanks! :) )
I've been able to import 3D models from Maya into OBJ files, which in turn, are read by my Android app. This model can now be displayed and I can apply transformations on them as well, even on high-polygon count objects, which is nice.
The next step is to figure out if there's any reasonable way to display animation defined within Maya. I really have no clue how to approach this and my initial research on this essentially came up empty.
Has anyone attempted this before? If so, how would this work?
I think it's worth noting that this question has little or nothing to do with Maya. Maya's file formats are proprietary and opaque; you will NOT find a way to directly display them on Android (or anywhere else, come to that). But you can export data from Maya to (basically) any format, which is what you actually want to do.
So, here's the process:
Figure out how you're going to display 3D models and animations on Android
Figure out how to get stuff from Maya into the format your answer from step 1 requires.
There's a lot of ways to do step 1. For sheer ease of use I'd probably go for Unity myself. Basically it's game development tool that can create 3D apps and games that run on Android (and iOS, OSX, Windows, etc.) It's not free - the Android addon costs $400 - but if you're actually planning on doing anything serious with Android, you'll find it worthwhile. With it, it's actually pretty trivial to make a little Android app in Unity that displays an animated model (and a LOT of 3D Android and iOS games are made in Unity). Unity also wants models and animations in FBX format, which is a widely supported interchange format - you'll have no problems getting stuff out of Maya into FBX.
If you've gone with Unity in step 1, then step 2 is trivial: Export your models from Maya as FBXes, and you're done. If you've decided to roll your own Android rendering app, well, good luck. :)
Anyhow, the point is that what you want to do is find a generic solution for rendering animated models on Android, and only then figure out how to get your content out of Maya.
Instead of outputting each individual frame to a separate obj file like spicyweenie suggests, why not export just keyframes to obj files. Implement interpolation in your code in order to fill in the missing frames. If your models are complex, you'll probably want to cache the interpolated models in memory, but at least you don't have to load them all from files too.
Unlike Cody Hatch's answer, I'm interested in this too. This is my theory as to come about animating a model:
Lets say your model has 30 frames. One way would be to export each frame as an individual OBJ model. From there, you can possible make a folder for those 30 OBJs. So now you have 31 files total. If the person hits a button, the trick would be to load each OBJ in order according to the length of time the button (or whatever action) is valid. and if it lasts over 1 second (30 frames), loop back to the beginning.
The only problem with this theory is that it would most-likely be resource and power intensive, not to mention, a space hog if you try to load a lot of things into one scene.
Having a hard time phrasing the question, my situation actually is on the release phase of the game development cycle.
I have this game that falls under the casual category with little to no-complex-logic involved at all, running on a 2D side scrolling (semi) single character. In short it really is simple, so I am already done with the code and just need to replace sprites with my own to avoid any copyright issues once I decide to release it on the market (truth is I used sprites from various forums of another side scrolling MMORPG).
So my actual problem is, being an independent developer, with no talent in graphic arts and little budget to outsource a graphic artist, How would I (a plain programmer) create a modern looking graphical game?
Note:
The game is non-profit, I made it just to learn what the android platform has to offer.
But seeing it can actually be fun for others to play with, I'd like to release it.
I wanted to make this a community wiki as I see other game programming beginners would also face the same question. Although I am not that sure if that reason alone qualifies. But it seems with my reputation now, I'd leave that to the admin / mods decisions.
Keep the resources seperate and replace them before releasing with free versions or your own art.
There is no cheap source of high quality (graphics) unless you find someone willing to work for you cheap or for free.
Be very careful with copying sprites from other games. Some publishers have (and keep) very strict policies.
Another forum/site that might give you more information is http://www.Gamedev.net
Especially interesting might be the resources found here
I don't know how it is on Android but whenever I've tried games for fun, I've always relied on free sprite sheets which are all over the net. I've also clipped off a few from old DOS games which I run via. dosbox.
My favorite tactic is to put ugly placeholder graphics inside the game, and brag with it to my fellow pixel-movers. Next, someone from the pool will be disgusted with my lack of taste and ability to do good graphics, and put himself into the game.
If it doesn't work, you can always go headhunting, having your game ready and with just graphics to replace.
I stayed on the same problem, like you did.
Me as programmer also wanted to start coding a little android game, because i never did before.
And my garphic/artist skill is like 3-year-old-child...
So i tried to think of a designconcept with very easy geometrical Forms, if you are not so skilled.
And with the open source Software gimp you can do alot.
I dont know which engine you use, but i decided for unity3d, cause you are very flexible and you also can cross compile your project. I dont had experience with c#, but its very easy if you came from other oop languages, like java, so maybe have look for it. :)
Maybe also look what i made of it, it were just some circles and lines!
https://play.google.com/store/apps/details?id=de.duckdev.anbr
greets