https://github.com/airgames/vuforia-gamekit-integration
Could you talk me how use these sources?
I want to load a 3d model (for example, from blender) and show it when image targets is detected. I try to use these sources, but i can't understand how to use libogrekit.so in imageTargets sample, i can call System.loadLibrary("ogrekit") in ImageTargets.java, but how could i load 3d model in blender format? Teapot in the default example is loaded in cpp code.
Related
I have trained a tensorflow model on desktop. I used tf.image.decode_jpeg to decode the image and feed it to the model during training.
I want to deploy the model on android. SinceDecodeJpeg is not available on pre-built android binaries, I tried using android's bitmap class to read in the input image. For the same image, the pixel values are different for the outputs of DecodeJpeg and android's bitmap. This causes the prediction of the model to be different for the same image.
I'd like to have the same behavior on the app, how can I build a binary with DecodeJpeg, with its dependencies like libjpeg, using bazel?
I have been working on the ARToolkit sdk for android since some time.
In the ARToolkit SDK, I have worked on ARBaseLib and ARSimpleNativeCarsProj and implemented successfully. But I am trying to add external 3d Objects(.obj and .mtl) and I am unable to render the new object files.
I have also looked into the source code provided in this link,
https://github.com/kosiara/artoolkit-android-studio-example
but the problem here is the 3D object(Cube) has been created in using the draw(), openGL libraries function, instead i would want to add an external 3D Object.
More Explanation:
Okey, SimpleNativeCarsProj comes along with two 3D Objects(.OBJ and .MTL) in the assets/Data folder. CASE1 I tried replacing the existing 3Dobject with another 3D Objects, App Crashes on the launch CASE2 As I worked around a little, these files are pushed to the cache folder on the app load, I invalidated the caches and restarted android studio, rebuilt and ran the app, still the app crashes on the launch. Technically I am unable to Replace/Delete/Add another 3D Object files to SimpleNativeCarsProject
Any headsup would be appreciated.
Convert your FBX files
The Encoder works wit FBX (.fbx) files. We recommend using FBX wherever possible as tools support for FBX is widely available.
http://www.wikitude.com/products/wikitude-sdk-features/wikitude-3d-encoder/
Give ArToolKitJpctBaseLib a try. It is a wrapper on ArToolKit + jPCT-AE (a 3d Engine on Android) aims to simplify creation of AR apps for Android.
I use of Vuforia sdk for AR in android.
I make 3d file with jpct(obj file,mtl file and png file),i add these file on my project,how can i make my object 3d object file(like teapot class) for set Vertes,TexCoords,Norms and Indices in vuforia.
Thanks
This has nothing to do with vuforia, per se.
Qualcomm uses a simple renderer for their demos, for convenience and so they can have something to display. There are many possible ways to render an obj file, but there is nothing special about their approach. I do not recommend using that approach in your code: rather, a quick search will show you a variety of much more capable 3d model loader/renderers for android. You should use one of those, it will be better for you in the long run.
If you you are dead-set on using their code, look at the code that renders the teapot, it should be obvious how the data in the teapot class is used.
Is there a way to open the Vuforia AR sample packages in blender. I know Vuforia AR has a sdk for Unity 3d, but I am currently using Blender and don't wanna drop $400 to just get the Android license for Unity. Any help with this would be great.
Blender is a 3D modeling software and Unity 3D is a game engine. They are totally different and are made for different purposes. If you want to tweak the sample apps with your own customization, I would recommend using Vuforia SDK for Android. But that includes coding as opposed to Unity which is just drag and drop for simple apps.
Rather late on this one, but I have just written a parser of Wavefront OBJ files to Vuforia's format - the other way round to what thechrisberry wants. Credit to stackoverflow doyen rodrigo-silveira for giving the initiating idea.
The Vuforia samples have basically simple object models - cubes and teapots - so it shouldn't be difficult to make an OBJ file out of them and import this to Blender. You would just have to convert the vertices, normals, texCoords and indices arrays of Vuforia's samples to the OBJ text format (v, vn, vt and f elements), and include the PNG texture file from the sample.
I want to develop a small game in Android. But for this I need to get animation into my Android project. Can I use blender to create animations and then port it into Android. If not then what other software can I use to create animation on Android. Are there any tutorials for this on the net.
With blender you can export your mesh/animation to a number of file formats. Your Android application must now be able to read the file format you have exported the animation with. A common file format blender is capable of to export is .obj. This article describes the implementation of an .obj file loader.
This is an excellent example for an mesh loader.
Here you can find some other links.
HTH
You can play with blender animations in Unity3D which runs on Android
I wanted to do the same : animate in blender and be able to do a 3D app for Android.
I ended up choosing Unity3D which is really great : you build your animation in Blender and you export it to Unity. Then in Unity you can code your application and export a .apk :)
Cheers,
bRo