I am trying to add current day of the week and time to my Spark AR filter for Instagram. But when I try to publish the filter, I am getting The effect contains text that's not integrated into the scene of the effect" this error.
Any leads would be appreciated.
This means that you should ensure the text is in the scene at all times
You can do this by tracking so that the text doesn't move too much or move outside the scene e.g face tracking
I don't know what is wrong. But when I converted my saved file into .mp4, it worked. And was able to successfully upload the file to SparkAR.
Related
Desired output (pun intended)
Capture video (and audio) and then directly apply time stamp and GPS coordinates as a layer on top of the video to instantly/directly embed them in the recording. (e.g. via subview/layer or CIFilter). The text layer is dynamic, e.g. timestamp keeps changing as film is rolling.
How To Add Text to Video in Swift and AVFoundation Tutorial: Adding Overlays and Animations to Videos both describes how to do it in post production (i.e. when the file is already saved). But this adds considerable time to UX, e.g if you record a 1 min video, this would take another 30 seconds to embed after, not desired UX.
Is there a way to embed the text/CIfilter directly before saving the video?
The approach of editing each frame "manually" in capture output is slow (5-10 frames per second only).
Adding AVVideoCompositing seem like the right approach, but I don't know where to "hook it up". In the AVCaptureOutput? Or is it possible directly in the AVCaptureMovieFileOutput?
Does anyone have a GitHub repo or sample code of how to approach?
Any help appreciated. Thank you!
I'd like to create a test application for my Unreal Engine based game to create screenshots. I'd like to place many (possibly thousands) of cameras throughout the maps and then have my test application enumerate them all and take a screen capture at each camera location.
I came across Taking Screenshots, but wanted to first check to see if this isn't already built into UE4 in the editor, or some tool. I'm also aware of the Screenshot Comparison Tool, but that doesn't seem to be what I need because I don't really want to use UE4 to do the image matching, but instead just want a directory full of images that I can do with what I want.
Any suggestions?
This is not directly what you want to do but I found this article very interesting: https://www.unrealengine.com/en-US/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4?sessionInvalidated=true
It explains how people at Ninja Theory Ltd proceeded to produce their 360 video trailer which is, in the end, producing two 360 screenshots per frame.
So what they did was having everything exported in a folder (as a sequence of images) and then did what they wanted with it. (In this case put them all together with ffmpeg to make a video)
They used a plugin, I do not know if it can be tweaked not to make 360 captures but the built-in "take screenshot" from UE4 could work for you.
More specifically to what you need, you could probably store all positions/transform in an array, loop over it when you want to make the screenshot. Each step, you place your Camera at the specific position, make sure it is the current active camera to change the "view" and take a screenshot.
Taking screenshots and setting parameters such as export folder, resolution etc. ... can be called via console commands and console commands can be executed from code or blueprint using the "execute console command" node (there is an example in the article).
I hope it helps.
I think the best bet you have is rendering camera to a texture.
this way you can have multiple inactive camera then iterate through them, activate them, capture their screen view and going to the next one.
for basic tutorial have a look at
https://www.youtube.com/watch?v=a9iho861SlY
First of all I'm noon at Vuforia and Unity. I want to make memorybook to my girlfriend. We have photograph album and I want to use them as target images and want to show videos in program. I have downloaded core package, and tried imagetarget works like charm. But when I change target image to my database pictures it cannot recognize. Also Vuforia give 5 stars to my images. I don't know what am I missing? Can you help me?
You need to change the AR Camera's settings. One of them deals with what databases the camera has loaded.
I believe it's called "Active databases" or "Loaded databases," its been a while since I've messed around with Vuforia, so I can't remember the exact name.
You need to make sure to include your database in the list of active/loaded ones.
I have been asked to edit a few videos for a group which is outside of my developer skill set. I have settled upon Blender version 2.79 and have managed to make all of the changes and have the finished item that I am happy with.
I put the settings in according to the Excellent Mikeycal Meyers YouTube tutorials but the output, rendered from HD quality, was horrendously pixelated. I updated the settings according to the last 2,79 update video
https://www.youtube.com/watch?v=CrpWJZsZpBk&index=31&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4
But now I do not seem to get an output file at all, any thoughts please?
Render settings
File without extension
How to do screen record in unity?
I want to record my screen(gameplay) during my running game.
That should be play/stop , replay , save that recording on locally from device, open/load from my device (which is already we recorded).
In my game one camera which can capture native camera, and one 3d model.
I wish to record that both and use my functionality whenever i want.
Thank you in advance.
This is hard to implement, but not impossible. Because every frame or interval you need to capture screen shot of your camera view and store it in the list. You need good, (Smaller interval but not much. Because when it becomes smaller, needs more memory) interval value. If your interval is big raplay can be seen laggy.
While you play game your ram becomes full and os will terminate the app. So you need to fully cover memory optimization. Another solution is assets in Unity Asset store.
EZ Replay Manager can be used. (Keep in mind: I haven't tried it yet.)
Free
Pro
Check out this open-source project: https://github.com/getsocial-im/getsocial-capture.
By default our project records Main Camera's rendered content. C# examples are in the repo.
You can record in 2 modes:
Continuous mode - capture last X frames.
Manual mode - capture frames on your own when needed. For example, record a timelapse of the level.
Once the recording is done, you can generate GIF, get raw bytes and do whatever you want. E.g. let your users share that GIF with friends.
Here's the recording of a game session from the test app. The recorded GIF shows up in the end:
Disclaimer: I worked at GetSocial at the time of writing.
well i know a guy who post a similar project on github. link :- https://github.com/thanh-nguyen-kim/Unity_Android_Screen_Recorder
but there is a limitation and that is this code is only works on android devices(android means only android not even on ios).
but this is very powerful recorder and it is capture whatever appear on screen(so basically it is a screen recorder made with unity) and also it will capture your microphone output.give it a try.
and if you find any other solution then please also tell me. because it will very helpful for me.because i want to record video with in-game audio and also save it into gallery
Unity now has a screen recording tool builtin. It's called Recorder and doesn't require any coding.
In Unity, go to the Window menu, then click on Package Manager
By default, Packages might be set to "In Project". Select "Unity
Registry" instead
Type "Recorder" in the search box
Select the Recorder and click Install in the lower right corner of the window
That's about all you need to get everything set up and hopefully the
options make sense. The main thing to be aware of that setting
"Recording Mode" to "Single" will take a single screenshot (with
F10)
NOTE: This is a copy of my answer from a Unity screenshots question