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I have (3) webcams connected to my MacBook Pro, I'm using the demo plugin in 4.15, how do I tell it which webcam to use?Nate M | Chicago, IL
www.productionplus.com
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Locate the init node, and change dev num to 0, 1 or 2
http://www.unreal4ar.com/init/
Originally posted by natemac00 View PostI have (3) webcams connected to my MacBook Pro, I'm using the demo plugin in 4.15, how do I tell it which webcam to use?
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[MENTION=35119]AdamHorvath[/MENTION] Is there any tutorial video out there or writing "Setting up your first scene" kinda thing?
I'm a 3D artist not much of a developer but would really like to better understand how your plug in works.
I went threw some of your documentation on your site, but was a little lost.
Such things as; I'm using your demo version and attemepted to load in geometry but seems to be more to it then just placing it in the scene.
Thanks for insight you can give.
(p.s. I don't want you to think i'm just using this and never going to support your progress, but I need to show something to manager to approve a purchase, yea red tape. Thanks again.)Last edited by natemac00; 03-16-2017, 01:33 PM.Nate M | Chicago, IL
www.productionplus.com
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It's for the full version:
http://safefromrobots.com/?p=149
For the DEMO just open the level blueprint and find GetMarker nodes. They are transforming Actors based on marker position / rotations (CubeHIRO, CubeKanji).
You can find them in the scene and change their static meshes to yours.
Actually any actor can be transformed, just make sure to connect the proper actor to the GetMarker nodes.
Originally posted by natemac00 View Post[MENTION=35119]AdamHorvath[/MENTION] Is there any tutorial video out there or writing "Setting up your first scene" kinda thing?
I'm a 3D artist not much of a developer but would really like to better understand how your plug in works.
I went threw some of your documentation on your site, but was a little lost.
Such things as; I'm using your demo version and attemepted to load in geometry but seems to be more to it then just placing it in the scene.
Thanks for insight you can give.
(p.s. I don't want you to think i'm just using this and never going to support your progress, but I need to show something to manager to approve a purchase, yea red tape. Thanks again.)
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Originally posted by AdamHorvath View PostIt's for the full version:
http://safefromrobots.com/?p=149
For the DEMO just open the level blueprint and find GetMarker nodes. They are transforming Actors based on marker position / rotations (CubeHIRO, CubeKanji).
You can find them in the scene and change their static meshes to yours.
Actually any actor can be transformed, just make sure to connect the proper actor to the GetMarker nodes.Nate M | Chicago, IL
www.productionplus.com
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Hi.
I have purchased the full version of the plugin, and I'm trying it out for an art project.
I'd like to know if there is a way to set the matrix code type in blueprints?
I can see that the constants and enumerations are present in the code:
typedef enum {
AR_MATRIX_CODE_3x3 = 0x03, // Matrix code in range 0-63.
AR_MATRIX_CODE_3x3_PARITY65 = 0x03 | AR_MATRIX_CODE_TYPE_ECC_PARITY, // Matrix code in range 0-31.
AR_MATRIX_CODE_3x3_HAMMING63 = 0x03 | AR_MATRIX_CODE_TYPE_ECC_HAMMING, // Matrix code in range 0-7.
AR_MATRIX_CODE_4x4 = 0x04, // Matrix code in range 0-8191.
AR_MATRIX_CODE_4x4_BCH_13_9_3 = 0x04 | AR_MATRIX_CODE_TYPE_ECC_BCH___3, // Matrix code in range 0-511.
AR_MATRIX_CODE_4x4_BCH_13_5_5 = 0x04 | AR_MATRIX_CODE_TYPE_ECC_BCH___5, // Matrix code in range 0-31.
AR_MATRIX_CODE_5x5_BCH_22_12_5 = 0x05 | AR_MATRIX_CODE_TYPE_ECC_BCH___5, // Matrix code in range 0-4095.
AR_MATRIX_CODE_5x5_BCH_22_7_7 = 0x05 | AR_MATRIX_CODE_TYPE_ECC_BCH___7, // Matrix code in range 0-127.
AR_MATRIX_CODE_5x5 = 0x05, // Matrix code in range 0-4194303.
AR_MATRIX_CODE_6x6 = 0x06, // Matrix code in range 0-8589934591.
AR_MATRIX_CODE_GLOBAL_ID = 0x0e | AR_MATRIX_CODE_TYPE_ECC_BCH___19
} AR_MATRIX_CODE_TYPE;
but I cannot find a way of setting the matrix code type in the blueprints.
If it's not doable via blueprints, can it be done with some simple code change in the plugin source?
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You don't need the github version anymore, you can use the launcher version of the engine without rebuilding it from source.
Originally posted by CUBE_DIGITAL View PostFaced such a problem, I can not find GenerateProjectFiles.bat, I used GitHub
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I'm using 4.14.3 and a Nexus 7 running 6.0.1, when I package and install the ARToolkit Advanced to the device, I only get black screen When I Launch & delopy directly to the device i get a white screen with red text "webcam init error!".
It works using my Mac webcam, but not once deployed.Last edited by natemac00; 03-24-2017, 01:37 AM.Nate M | Chicago, IL
www.productionplus.com
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Please make sure to also generate an .obb file and install with the .bat located in the same directory.
Originally posted by natemac00 View PostI'm using 4.14.3 and a Nexus 7 running 6.0.1, when I package and install the ARToolkit Advanced to the device, I only get black screen When I Launch & delopy directly to the device i get a white screen with red text "webcam init error!".
It works using my Mac webcam, but not once deployed.
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I believe it did
Code:AndroidAR_03-armv7-es2.apk Install_AndroidAR_03_Development-armv7-es2.command main.1.com.YourCompany.AndroidAR_03.obb Uninstall_AndroidAR_03_Development-armv7-es2.command
Nate M | Chicago, IL
www.productionplus.com
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If I captured a 360ยบ pano (HDRI Pano) from a real camera, is there a way to load that into the scene as the SphereReflectionCapture so when using the AR app I can get more realistic reflections?Nate M | Chicago, IL
www.productionplus.com
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