How to use blender on Android - android

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

Related

Adding external 3D(.OBJ & .MTL) Objects to ARToolkit

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.

How can we add animated/simple image as a top layer to video and export it as a single video in Android?

I need to merge images to video as an overlay and export it. I have found ways to create video from images using javacv but didn't find any jar or library which do add images as an overlay to existing video, some of the links suggest to use FFMPEG and JNI to achieve this but sadly i don't have any knowledge of JNI. They use avfoundation framework in IOS to achieve the same.
The above image is replica of my requirements, if any one can guide me in right direction and provide me some useful stuff to start with would be appreciated.
What i have achieved so far is:
1) Compiled FFMPEG.
2) Generated .so files
3) Compiled and able to run Hello Jni project.
What i am searching for is:
1) Splitting video into frames.
2) Merging my overlay images with video frames
3) Recreating the video with audio.
and i know JNI is the only way to achieve this so searched a lot but didn't find any good JNI stuff to start with. I am not asking for the whole code but if some one can point me out with some good tutorial or blog would be great help.
Thanks!!
The way to accomplish this is like you said - incorporate a video codec and use it to re-compose the video.
Decode the original video
Draw your overlay over the original video frames
Encode the frames again.
Using FFMPEG with JNI is the obvious solution, but if you find any other codec library that can accomplish the same with pure Java, it will work too.
No knowledge of JNI? That's about time to learn it =)
References for learning:
NDK docs on your file system: http://developer.android.com/tools/sdk/ndk/index.html#Docs
JNI - http://192.9.162.55/docs/books/jni/html/jniTOC.html
FFMPEG for Android - there are many tutorials out there and many source trees that contain a ready build environment.
You can either follow them or just do it on your own - provided that you understand the NDK environment and can read makefiles.
This is an example: http://vec.io/posts/how-to-build-ffmpeg-with-android-ndk
Using FFMpeg to encode\decode frames - sadly, no good up-to-date tutorials here, there is the API documentation: http://ffmpeg.org/doxygen/trunk/index.html
Blending bitmaps - use Android's Canvas infrastructure, or just manually copy pixels over each other and blend according to alpha values.
Warning - this is a complex library to build and you'd better experiment with easier NDK projects before attempting this one.

Use .obj and .max files in AndEngine for Android games

I am working in a game which is using AndEngine to develop.I successfully use .jpg and .png files in this.But I face too much problems when I trying to use Maya Animated files (which are in .max extension) and also .obj files. Can anyone please suggest me how can I use .max files. Or at least .obj files in my programs.Hope everyone understand my problem clearly. Thanks in Advance
I am not entirely sure: But AndEngine is a 2D game-engine while .max and .obj files usually describe 3D object/animations. For example obj files can contain vertexes, while AndEngine is not capable of using vertexes directly (although, some extensions might).
What I am sure of: you can always make little screenshots of your Maya animation and put them all in a row in a png file and use the png image instead.

Blender And Vuforia

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.

Converting Collada file to a a3d (Android3d) object

I am looking into Renderscript capabilities and stuck with the A3D (Android 3d) file format. I can't find an easy way to convert a Collada file into an A3D format to store my blender model.
I was wondering if you guys have an idea I could try maybe?
Does anyone have a working code sample so that is can see what im doing wrong?
More info: http://developer.android.com/reference/android/renderscript/FileA3D.html
Edit: Not to be mistaken for the Asci3d file extention ( also *.a3d )
As of Ice Cream Sandwich (perhaps earlier) there is a tool in the Android source to convert between Collada and A3D.
The tool is called a3dconvert; you can browse the source online here (in the ICS branch): https://github.com/android/platform_development/tree/ics-mr1-release/tools/a3dconvert
Usage:
a3dconvert input_file a3d_output_file
Currently .obj and .dae (collada) input files are accepted.
This tool has been removed as of newer releases (Jelly Bean, it looks like). This probably because the graphics portion of Renderscript has been deprecated.
I'm not sure A3D is a good format but if you have to write a converter here is a description of both formats:
http://scorpion.tordivel.no/help/UsersGuide/General/ImageOperations/ImageFormats/ImageFormats_a3d.htm
http://en.wikipedia.org/wiki/COLLADA
And here is some sample code to read Collada:
http://sourceforge.net/projects/colladaloader/
If you're going from Blender to A3D, I would consider writing a Python script to go directly to A3D format from Blender. The A3D format seems rather simplistic and if you're only accessing the Mesh data, the Blender API isn't too hard to follow. Of course if you don't already know it, you'll have to pick up some Python syntax.
I knew nothing of Python when I first wanted to pull some information from Blender myself, and looking at existing .py scripts (like the OBJ export), the Blender API and learning some basic Python syntax I was able to write my first (rather simple) script in just a few hours or so.
http://colladablender.illusoft.com/cms/ is a project making a plugin for Blender to read Collada directly.
Also, Carrara could be used to convert your files to something Blender supports.

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