Does anyone know how to setup a leap motion for a non VR project.
Also I want it to be orientated frontside down 45 degrees.
There almost no documentation about this on the internet, anyone some experience?
Many thanks,
Olivierus
The Leap controller is already available in UE4 (definitely in 4.14.3 and probably earlier). In the editor, go to Edit->Plugins and search for Leap. That should enable reading the input events.
Next, you need to make arms and fingers articulate to follow the Leap inputs. Tbh I cannot remember if there are Leap-ready models in Engine Content, but once you enable the plugin you should see the Leap content as well. Look in there, or google "getnamo leap ue4" for his old Leap-UE4 implementation. That's where I got my models from.
Related
I'm new to Unity 3d. I'm trying to create human character with face generated from photo. (to give real face look) I tried UMA 2 plugin, but it does not support changing face. I searched and found 'Avatar Maker UMA' can do it. Avatar maker UMA has low quality.
Is there any other way or software to create character from photo and use it in Unity 3d? Would appreciate any sources.
For the Unity Engine is quite impossible to generate faces, you should to it in another system but I want to share with you some ideas from the internet:
Can Unity generate faces?
"Yes and No.... Unity has zero support on this feature out of the box, in fact unity has virtually nothing in this regard, it engine that you design. that's what makes it so versatile and malleable. your problem has virtually nothing to with unity its self. in other words unity won't do it for you but it can be done within it.
but is probably possible if your willing to work really hard at it, many things are possible within unity that it does not come with. however generating 3d detailed meshes from a picture is a really daunting task, your basically need to do some edge detect algorithms... Oh god, its... its nightmare. its even harder because you going straight from scratch.... look I strongly suggest you get real good practice in programming and a really good understanding of how the 3ds does that exactly or you will be in the dark on this one.
Unity has a MeshClass that you will need and the webcam texture.
http://docs.unity3d.com/ScriptReference/Mesh.html http://docs.unity3d.com/ScriptReference/WebCamTexture.html
you can use that for the actual generation. but as i said, it is an absolute nightmare of a job.
I hope this answer's your question"
But there is a new plugin that maybe can help you, it's called AVATARSDK and can generate 3d faces.
I want to achieve this result.
Light passes from thin areas of object (lower density) and cannot pass from higher density areas.
Is it possible? I also want to export it as WebGL to use it in web App.
I never tried myself but as far as I know it's possible. I've come across this post before:
http://www.farfarer.com/blog/2012/09/11/translucent-shader-unity3d/
It's a bit old but it may be a good starting point. There's a link to an old GDC presentation as well explaining a bit how this stuff works which may be helpful.
If I'll ever going to have the freetime I'll try it at home, sadly the coming holidays kept me away from working with Unity recently.
Hope this helps.
I am looking for a solution to the effect used in Valve's portal games and seen in the "portalizer" unity package. I have searched almost every related question on many forums, however none seem to offer the help I need. I have tried re-working the mirror reflection script found on the wiki, however I have a lot of problems when they are out of the camera's view, and it never seems to work. I feel like I have spent hours on this, if you know anywhere which details the logic and explanation of this effect such as camera matrices and stuff it would be great, or just a working block of code for me to look through.
By the way i'm actually not hoping to explicitly use it for potals, Im attempting to make a room similar to Doctor Who's Tardis which is bigger on the inside, kind of mimicking the effect of Non-Euclidean space. Im also looking for something more advanced than a simple camera with render-to-texture. Im also using the pro version.
Thanks in advance.
I was able to find a basic implementation of CEF3 in Ogre3D -- but I was hoping there would be something similar for Unity3D.
Link
I am currently using Awesomium, however, I now need to use RTCPeerConnection (which requires Chromium 29+). Currently, Awesomium is only on Chromium 18, and its unclear how long it will take for that to be udpated (not going to hold my breath).
CEF is open source and updated very frequently.
I would do this myself, but I have no clue where to start. I am hoping:
Someone with enough Unity experience has either already created a CEF3 wrapper that they would be willing to share with the community, or
Someone knows how this could be accomplished and can (hopefully thoroughly) explain
i took a look at your link and the video and i think i have some useful resources to share.
i have a bit of experience on unity3d. i've never tried to embed webpages within it, HOWEVER i've stumbled accross and read a few conversations on the subject in my travels.
there is one discussion here on the unity site, that i think would interest you
UnityWebCore plugin
Also on the unity boards - someone has gone ahead and done some of the paving the way, provided a project with some demos and downloadable source here.
its not exactly Chromium Embedded Frames, but from best i can tell from your link this will accomplish what you need. (or at least get you started)
EDIT:
another discussion specifically relating to doing this with awesomium here
I wish I could pose more specific questions on this topic, but what I'm really looking for is a bird's eye view - a blog post, something from Adobe, documentation or even a book that outlines an approach, because I've had a tough time finding something comprehensive.
I've primarily been developing in a 2 man team with Flash Pro for years - an artist and developer. I've also worked in larger teams, using the same workflow:
AS code written as class files using Flash Pro editor, with minimal code on the timeline (only stops and an occasional function call when the timeline hits a certain frame).
Library assets are linked to AS3 classes where needed
Assets are placed on the main stage & main timeline, for maximum convenience of the designer.
Apps are published and built by exporting to swf with Flash Pro
No source control whatsoever except telling each other if we are going to change the fla.
Our shop is on the verge of bringing in more coders to develop a series of Flash browser games, and I'm thinking it's time to bring this workflow into the current reality. We'll want to have something that suits both artists and coders (minimizing complaints from either camp), as well as git support for source control.
Finally, my questions:
How are most developers authoring games currently? I've read a popular approach is to create art assets in a fla using Flash pro, link them to classes and export to a SWC. Code is then developed in Flash Builder, where assets are embedded.
If I take the SWC approach, is all code stripped from the timeline of MovieClip assets?
I'm aware that Flash Builder has an option to create a 'Flash professional' project which integrates the two and seems ideal, but going back and forth between Builder and Pro seemed to be crash prone. Does anyone use this approach reliably?
Will CS6 give us any advantages over CS5.5 to make it more developer friendly; ie. code-completion, etc.
Is there a way to set up workflow so the artist could make changes and then build/run the game from Flash Pro, and the developers could do it from Flash Builder - or would everyone need Flash Builder to run?
Are there any good 3rd party tools that provide code completion and an all around better development environment then the flash IDE (as an alternative to Flash Builder)?
Do people see Flash Builder as a 'must have' when working in teams or in general Flash dev?
Thanks for answering any part of these questions, or just simply sharing your experiences, opinions, and personal preferences. Any knowledge will be a big help at this point!
That is a lot of questions for one question. I'll try to somewhat cover the main topic of workflow.
The approach you describe with a pure ActionScript project with swc:s linked in is probably the most common approach (at least when it comes to more complex projects) as you want to separate code from content as much as possible. Usually I work with one artist so we sync up on functional design and then I define how the scene objects should be structured (i.e. a container clip, with XYZ child clips, naming, linkage and everything) to make it fit in with current framework or new supporting code.
You do not want any code in the flash pro timeline whatsoever, you want it all in your ActionScript files. Ideally as a programmer you shouldn't have to go into the flash scene project. However, in reality you probably will. I usually try to keep this to my own placeholder scene so I don't contaminate the production files with test and placeholders. You also really don't want several people editing in the same scene at once. One approach is to split up into several different scene projects. If you make a card game you could have something like this: card.swc, mainScene.swc, opponents.swc. That also allows for some concurrency if you are working with multiple artists.
Keeping the flash pro files in xfl format makes it a bit more source control friendly and you could actually merge two versions of the same scene but it can be a bit complex at times.
I usually solve this by making quick functional placeholder graphics that can later on is replaced by an artist (or render graphics from code).
When it comes to IDE:s, I think the most popular ones are FlashDevelop, Flash Builder and IntelliJ IDEA (With Flash Builder as my personal favourite). Get started with one and try some of the others in due time. Make sure the functions you use all day long are really good. However, if you have only been working with the flash professional environment before anything will be a drastic improvement on productivity.
I for one prioritize searching, refactoring and ease to follow the program flow, which simplifies debugging and getting into other peoples code quickly. But it all really comes down to finding a tool that runs on a frequency you can tune your mind into.
I hope that answered some of your thoughts and questions. Do not hesitate to follow up with more of them.