Nice to meet you all. Good day.
Please understand that I use a translator because I don't speak English.
What I'm currently trying to do is change the texture3D in the shader to the external texture during runtime using file input/output.
In the case of Texture2D, there is a separate Texture2D.LoadImage(byte[]), but there is no Texture3D.
If anyone knows please help me.
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I am hoping that someone here will have a suggestion for a problem I am having. I am working on a game in Unity and I want to load models with animations at runtime. The purpose being that we would like modders to easily be able to add their own models with animations to our game and it gives us the flexibility to add content later on without a huge update.
So far we have tried a couple gltf importers but they do not import model avatars so animations cannot be retargeted. We have looked into the other formats such as alembic and colada DAE but have had no luck with those either. Does anyone have any suggestions on approaching this problem?
Currently our thinking is to either improve the current gltf importers to import avatars or to use addressable/asset bundles to deliver the content.
Thanks in advance for any suggestions.
Can I use the file I exported with Spark AR on my own application in Swift or is there an alternative application for this? I just want to know how to do this job? How was the popular GTA effect done? I've always wondered about this subject. I just want to learn. Please do not give negative votes. If I asked the wrong question, I can correct it.
I'm currently developing an App in Flutter which i need to display 3D models. I know. Flutter is, at least at the moment, not the best choice (or shouldn't be even a choice) to build 3d apps but unfortunately i didn't know this when i started developing. I managed to render a simple '.obj' file with a simple engine I found on the internet:
https://levelup.gitconnected.com/a-simple-3d-engine-in-flutter-cc4a7edc943e
Now my problem:
My app needs to contain multiple hundred 3D models so I need to reduce the app's size. I experimented with openCTM to compress my '.obj' models and got a good result.
Now i want to display these '.ctm' files in my app. And thats the point where I got stuck.
I've researched for days if there's a sample or a tutorial to solve my problem but I haven't found one.
I've read the official openCTM documents and found openCtm reader ported to javascript (https://github.com/jcmellado/js-openctm) and dart (https://github.com/nelsonsilva/dart-openctm). And now I dont know where to begin.
I guess I need to, if my problem is solvable in flutter, modify the engine im currently using and add the openCTM reading part to it.
I hope that anyone of you can help me with my problem. Maybe even solved it already. Furthermore I hope I explained my problem clear enough.
If you can provide a native solution it would helpful, too.
Thank you in advance!
I am brand new to Unity, but I was wondering if there is a way to create terrain by somehow capturing a piece of Google Earth, and somehow exporting it to the engine's terrain editor? If there isn't a direct way of doing this, could someone suggest the best way to go about copying a portion of Google Earth (or something similar) to build a terrain?
Thanks to #Josh1billion the answer seems to be terrain.party, here is a youtube link that expands on it
For completion, a pricy tool that does most of the work for you:
Real World Terrain: https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752
It has good reviews.
If you are serious about it, keep in mind that AAA titles build worlds still manualy from reference pictures.
Hey dreamer (or) If you want to change industry:
Good base data from goverment (swiss only) costs between few 100k up to 2M, while free to students.
Heigh educated knowledge of AI, software engineering and some math required. Hudge manpower needed. Buildings are the biggest problem.
I've written a couple apps that are currently published in the app store. However, I'd like to start writing games that use OpenGL ES. I know how to model objects in 3D Studio Max but what I don't know is how to get my models into an OpenGL ES application on the iPhone/iPad and then manipulate those objects to create gameplay.
Can anyone point me in the right direction to get started on this?
Just to clarify...I don't mind writing code; I'm not looking for a point and click solution.
I would imagine that I'd need to export my models into some sort of format. What is that format and how do I incorporate it into a game on the iPhone/iPad?
While more involved than you're looking for, Stephen Jayna has a great writeup on how he exported textured models from LightWave in COLLADA format for use in OpenGL ES on the iPhone.
Bill Dudney had put a little effort into making a Wave Front OBJ loader for the iPhone a while back, but I think that Jeff LaMarche's project to do the same might be the farthest along.
UPDATE (8/10/2011): Jonathan Wight recently posted his TouchOpenGL code, which includes an OBJ parser.
I've used this before with some luck. However, I would say there are no easy answers to this in my experience. They all required some coding/wiring up for me.
This is a nightmare process. My past approach to this was probably not the best. I worked on PC using 3DS Max to create an exporter using MaxScript. I dumped what I needed to a text file - in a format that I just invented for my own needs as an intermediate.
I then switched to Mac and wrote a command line tool that used NSFoundation to read this text file and convert it to a binary format that was optimized for my opengl renderer. This is okay for basic and static meshes. But I had hell exporting animated figures that used keyframed skelaton animations (the maths for that stuff is intense).
This did work, but I really think that I took the hardest approach.