3d Modeling - How do I make a 3d model that’s complex? - 3d-modelling

So, I’m attempting to create a 3d model of a bow (and arrow). I have some experience with making 3d models but nothing this complicated. I’ve created the 2d sketch of it and then extruded it to make it 3d, but I can’t figure out how to round the edges to make the bow circular rather than squarish. I’ve tried freeCAD, but the fillet causes the part to fail, and I’ve found no good alternatives that don’t cost me an arm and a leg.
Am I going about this totally wrong? Looking for some guidance or recommended references. Please excuse any ignorance on the topic I might be displaying here in asking this question.

This is a very broad question, and I would suggest first going over some tutorials like this to get started (in case you are interested in learning the software).
In case you just want the model for the bow and arrow, I'm positive you can find a whole bunch of them online (on sites like free3d.com or turbosquid etc.)

Related

Starting a game - Tetris infinite runner?

Having trouble describing what I'm looking for - essentially, I'm classed as a beginner at unity, I've only made artwork for games, never created the core myself.
Preface: Here's game in a nutshell:
The camera is looking down with an Orthographic angle
The ground in scrolling down the screen, you're walking towards the top of the screen. In essence, you're on a treadmill.
As you walk/progress, shapes start entering the screen, like Tetris.
You simply walk over to that shape, pick it up and take it 1 of 3 baskets on the - left side of the screen.
Repeat until end of level
Help:
How would I start, what should I start with?
Do I seek out examples and guides on creating an endless runner, even though the game has more similarities to Tetris but with interactions? Because of this, I'm lost for words on what to search for in order to gain the knowledge to build what I'm thinking.
Background:
I'm coming from an Artistic background, I work with web development daily, so I think I'll be able to grasp the basics quick enough, I just need that finger pointing at the obvious!
Given that you're coming from a web development background I can see why you're looking for hoping to find pinpointed resources for your specific game. Web development generally involves finding specific ways to tackle each specific problem you encounter.
One thing you will want to be aware of is that Unity development is a bit different in that most things are built using the core set of basic fundamentals. Because of this I would actually recommend looking into tutorials that will teach you about the basics rather than trying to find something specific for what it is you're building, as you will be able to apply these basics to encounter any of the problems you encounter a long the way. The basic Unity tutorials provided by the Unity team do a great job of teaching these basics: The Unity Tutorials Page
At the very least the Roll-A-Ball tutorial should teach you most of the basics as it pertains to how objects work, creating scripts, etc.
After you are a bit more comfortable with Unity in general, then I would suggest looking into some more focused tutorials that are a bit closer to what you want to do as these will give you a better idea of how you can apply the basics you've learned. One recommendation I would have for the game you're trying to make is
this runner tutorial by Catlike Coding.
While the game you'll be creating in that tutorial will play quite differently than what you're describing, this should give you a better idea of how you can approach some of the challenges that you'll encounter in the development of your game (things like continually creating objects).

Check for millions of collisions?

I'm building a solution to fit a number of objects most efficiently into a box. I hope to implement more efficient algorithms soon, but to start out with I'm going to use the brute force method, checking every possible position. This is fine for now since the box is small, with a very few number of items. Later, the complexity will grow.
I'm using Unity to allow the user to see how the items ultimately fit in the box. My initial thought was to also use Unity's physics and collision detection to implement the best fit algorithm; but, with a huge potential number of locations and positions to check, is this a bad approach? Am I much better off running my algorithm in a data structure instead? A 10x10x10 box with even three 1x1x1 objects have almost a billion possible positions...
I'm new to Unity so any advice is welcome; thanks!
Update: right, so this problem is definitely in the bin-packing set of problems, which I know is NP hard. I'm assuming a rectangular box, filled with rectangular box-shaped items of random dimensions.
My question is...
My question is: given my particular algorithm, when we ask, "is there currently something in this x,y,z space?" would it be more efficient to figure that out via code, or to use Unity objects with collision-detection.
Based on the answers I've seen, I can see using Unity would be profoundly inefficient.
If you LITERALLY want to know:
"is there currently something in this x,y,z space?"
the best possible way to do that, is to simply use Unity's engine. So, you trivially check the AABB to see if a point is inside it (or perhaps just check for intersection). You can use one of many
I understand that the question "is there currently something in this x,y,z space?" is or could be one important part of whatever solution you are planning. And indeed the best way to do that is to let Unity's engine do that. It's absolutely impossible you or I could write anything as efficient -- to begin with it comes right off the quaternion cloud in the GPU.
That is the actual answer to what you have now stated is your specific question.
Now regarding the more general issue, which I first fully explained when that was the question you were asking :)
Here are some of my thoughts on trivial "box packing" algorithms in 2D, at the level useful in video games.
https://stackoverflow.com/a/35228592/294884
Regarding 3D "box packing" it's absolutely impossible to offer any guidance unless you include a screen shot of what you are trying to do and fully explain the shapes and constraints involved.
If you are a matheatician and looking for the latest in algorithmic thinking on the matter, just google something like "3d box packing algorithm"
example , example
Again, readers here have utterly no clue what shapes/etc you are dealing with, so please click Edit and explain!
Note too that sphere packing is a really fascinating scientific problem, if that's what you are talking about:
https://en.wikipedia.org/wiki/Close-packing_of_equal_spheres

Generate a real time 3D (mesh) model in Unity using Kinect

I'm currently developing an application with the initial goal of obtaining, in real time, a 3D model of the environment "seen" by a Kinect device. This information would be later on used for projection mapping but that's not an issue, for the moment.
There are a couple of challenges to overcome, namely the fact that the Kinect will be mounted on a mobile platform (robot) and the model generation has to be in real-time (or close to it).
After a long research on this topic, I came up with several possible (?) architectures:
1) Use the depth data obtained from Kinect, convert it into a point cloud (using PCL for this step), then a Mesh and then export it into Unity for further work.
2) Use the depth data obtained from Kinect, convert it into a point cloud (using PCL for this step), export it into Unity and then convert it into a Mesh.
3) Use KinectFusion that already the option of creating a Mesh model, and (somehow) automatically load the Mesh model created into Unity.
4) Use OpenNI+ZDK (+ wrapper) to obtain the depth map and generate the Mesh using Unity.
Quite honestly, I'm kinda lost here, my main issue is the real-time requirement along with being forced to integrate several software components makes this it tricky problem. I don't know which if any of these solutions are viable and the information/tutorials on these issues isn't exactly abundant like the one, for example, for Skeleton tracking .
Any sort of help would be greatly appreciated.
Regards,
Nuno
Sorry, I might not be providing a solution for realtime mesh creation within Unity - but the process discussion here, was interesting enough for me to reply.
In the hard science novel Memories with Maya - there is discussion of exactly such a scenario:
"“Point taken,” he said. “So… Satish showed me a demo of the Quad [Quad=Drone] acquiring real-time depth and texture maps.”
“Nothing new in that,” I said.
“Yeah, but look above us.”
I tilted my head up. The crude shape of the Quad came into view.
“The Quad is here, but you can't see it because the FishEye [Fisheye=Kinect 2] is on it aimed straight ahead.”
“So it's mapping video texture over live geometry? Cool,” I said.
“Yeah, the breakthrough is I can freeze a frame… freeze real life as it were, step out of the scene and study it.”
“All you do is block out the live world with the cross polarizers?”
“Yeah,” he said. “It's a big deal for AYREE to be able to use such data-sets.”
“The resolution has improved,” I said.
“Good observation,” he said. “So has the range sensing. The lens optics have also been upgraded.”
“I noticed that if I turn around I don't see the live feed, just the empty street,” I said.
“Yes, of course,” he replied. “The Quad is facing the other way around. It's why I'm standing in front of you. The whole street, however, is a 3D model done by a standard laser scan taken from the top of that high tower.”
Krish pointed to a building block at the far end of the street. I turned back to the live 3D view again. He walked in front of me.
“This is uber cool. Everyone looks so real.”
“Haha. You should see how cool it is when you're here in person with the Wizer on,” he said. “I'm here watching these real people pass by, only they have a mesh of themselves mapped onto them.”
“Ahhh! Yes.”
“Yeah, it's like they have living paint on them. I feel like reaching out and touching, just to feel the texture.”...
The work that you're thinking of doing in this area, and this use of a live mesh goes far beyond Projection Mapping for events- for sure!
Wishing you the best on the project, and I will be following your updates.
Some of the science behind the story is on www.dirrogate.com if the topic interests you.
Kind Regards.
I would use Kinect Fusion, as it has a sample with the ability to export to .obj, which unity supports. You can automatically save it, and import it to unity to generate a mesh automatically. Especially if you have multiple Kinects, then Microsoft even has a sample to show the basics of Kinect Fusion with multiple Kinects. Also, since Fusion is already pre-written, there is not much code you will have to write.
Here is an example of a mesh from Fusion with one camera:
I do want you to notice how many vertices there are though... This could cause performance problems later on.
Good luck!

matlab object detection and tracking

I m doing a research project on "Object detection using my a digital camera".
Some suggestion on how to build and program the Matlab code.
In particular, I have a picture of one object, say a screen of my laptop. Than I rotate the laptop and I shot a new picture. I would like to know the difference on the position of the screen. I think I can use the edge detection after a subtraction of the two images but... it is quite difficult for me to implement it.
Some suggestion on how to build and program the matlab code.
That largely depends on the goal you want to achieve. Can you be more specific? Are you streaming the frames or are you tracking offline?
In particular, i have a picture of one object, say a screen of my laptop. Than i rotate the laptop and i shot a new picture. I would like to know the difference on the position of the screen.
There are many ways to do this, and an extensive litterature on the subject. I don't believe anyone would write up the equivalent of a survey paper on the subject as an answer on StackOverflow. Why don't you get started with an object tracking survey paper and then ask a more precise question?
hi, I m doing a reasearch project on "Object detection using my a digital camera". [...] I think i can use the edge detection after a subtraction of the two images but...is quite difficult for me to implement it.
What is your question? Are you asking us if this is a good way to track objects? Are you asking us if this is a new approach and has never been done? Are you asking someone to implement it for you?
Object tracking is a hard problem. I doubt that technique would succeed in any but the most basic scenarios. However, if you look at a survey paper, you might be pointed to a paper that already implemented this an presents results. Finally, I think you should brush up your programming skills because most (successful) object tracking techniques are not trivial to implement. If you don't want to program it yourself, there are online services where you can hire people. StackOverflow is not one of those places.
EDIT: I could deduce that you're new to both programming (in MATLAB) and in object tracking, hence in my answer. Don't mis-understand me, I'm trying to help. Let me re-phrase my suggestions as list:
Your question is far too general. You will get a lot more help from the SO community if you ask more precise questions for two reasons: A) general question result in general answers; and B) the way you asked your question could easily be interpreted as "someone, please do my work for me" even if that's not what you think you're asking.
Get acquainted with the problem domain. To ask more precise questions, you must be close to your answer. For good knowledge on the "object detection and tracking", find a good survey paper. If you're starting off on a research project, people in your lab should be of help to point you to a good one.
Learn to program simple things first. All of the most proficient (effective and efficient) programmers I've ever met struggled with the bubble sort when they were introduced to sorting. None of them would have been able to program an object detection algorithm as a first assignment. Get yourself a good image processing book that has exercises in MATLAB, go through execises one by one. If you can't do them all, choose those that are relevant to what you're trying to accomplish.

What content have you made/seen made using procedural techniques

I was looking at some study i have to do in the future to do with procedural generation techniques and i was wondering what type of content you have:
Developed
Helped Develop
Seen implemented
Tried to develop
and what methods/techniques/procedures you used to develop it.
If you feel generous maybe you can even go into specifics of it such as data structures ad algorithms you have used to develop it.
If this needs to be put as community wiki because it is not me asking for a problem to be solved just let me know.
This is not a homework thread because it is a research unit that i'm not taking yet ;)
Introversion software, the makers of the games Defcon, Uplink and Darwinia (among others) have started working on a game about a year ago which extensively uses PCG for city generation, here is a video of their work, and you can read more about it on the development diary of the game (start from the first part at the bottom of the page!).
This immediately got me extremely interested, and seeing the potential for games I immediately started researching the technology. I have amassed a folder of 18 PDFs about the subject (research papers, SIGGRAPH presentations, etc). Here, I uploaded it for you.
The main approach is to use L-Systems, however, I never got around to understanding enough of that to make something out of this. I tried other, less successful approaches like using Voronois, recursively splitting a rectangular area into more smaller areas and shifting the boundaries a little to obtain a bit of randomness and polygon division.
The last method I had gotten from Mike's Code Blog's posts (here and here). The screenshots shown on his blog make me drool, it is my biggest programmer's dream to ever get something that looks like that. I emailed him to ask how he did it, and here is the relevant part of his reply, I'm sure he wouldn't mind me posting this here:
L-Systems is definitely one way to go, but that isn't what I'm doing. The basis of my method is polygon subdivision. I start with a simple polygon that represents the entire area of the city. Then, I split it (roughly) in half, and then split those two polygons, etc. until I get down to city-block size. At that point, the edges of all my polygons represent roads. I then use the same subdivision method to break the blocks down into building-size lots.
The devil is in the details, of course, but that is the basic method.
I for one still haven't managed to fully implement a solution of which I'm satisfied of, but it remains one of, if not my single biggest programmer's dream to ever achieve something like this.
Here are a few of the leaders in procedurally generated terrain (and to a lesser extent foliage). If you don't get a detailed answer here regarding methods and techniques, you might want to look in / ask in their forums. I have seen some discussions of techniques there.
TerraGen 2
World Builder
World Machine
Natural Graphics
Noone mentioned the demoscene that ONLY use procedural stuff?
So, go search for Werkkzeug, Kkrieger, MilkyTracker to start. Also you can visit the site pouet and see the wonder of well done procedural videos (yes, procedural videoclips! With music and graphics, all procedural!)
Allegorithmic's products are used in actual shipping titles. These guys focus on texture generation (both offline and at runtime).
They have some very pretty screenshots and demos.