[video]AugmentedDancer1 - YouTube
Quick vid of AR plugin with root motion animation and physics enabled.
if you have any tips on how I might enable the default 2D barcodes for use with the plugin, it would be a big help. I’m hoping it will just require setting the marker detection mode and recompiling but searches are failing to locate the init code.
Hi . Camera resolution change results in a crash in v1.3 - v1.4. I have ‘Show Pin’ checked on Init. The Pin Properties dialog appears set to MJPG, 640 x 480, 30 FPS. Changing the output size to 960 x 720 or any other size results in the crash below:
I could not reproduce this crash, worked well on my end. Can you please try it with the unmodified demo project ?
In Saved/logs/ there should be a log file.
Can you please open it and locate the following part ?
[2016.02.01-12.50.53:260][572]ARToolkit: Init started
[2016.02.01-12.51.04:037][572]ARToolkit: Camera resolution (960,720)
[2016.02.01-12.51.04:037][572]ARToolkit: Camera pixel format: 1
[2016.02.01-12.51.04:040][572]ARToolkit: Video texture created (960,720)
I purchased ARToolkit Plugin.
I don’t know how can I connect a Matinee to BLUEPRINT.
I connected the Matinee to BeginPlay, and press the play, during the time that the Matinee is being played come out black.
If it is not connected to the Matinee, it is executed.
I want to know the connection node of Matinee and BluePrint.
It is too difficult for me. Please tell me~~~~~
Default video resolution on iOS is 352x288, and 320x240 on Android. I optimized the plugin for performance, and compatibility to run on low / mid-range devices, also I found that marker detection is more reliable on lower resolutions.
It will be controllable from blueprint in the future plugin versions.
Will you further explain the Primary output on GetMarker? How are specific markers configured as primary? Maybe it will help to let me quickly explain what would be useful. I’d like to use 1 or up to 5 unique markers for camera control - one marker for each corner of the playfield. Ideally at least 2 markers will be visible to the webcam at all times for more accurate camera placement. Other markers will be for game assets / characters and should not influence the camera.
Depending on what happens with 2D barcodes the technique I’m considering could change. Currently I should be able to iterate thru two groups of markers, checking for visibility and position. One group would be the camera control group and the second group would be for game assets. If the marker types can be configured as primary when loaded then it would be very useful for new nodes to be created that would return an array of visible primary markers and another for non-primary markers. Hopefully the returned array would include the position and rotation of each marker so that additional queries aren’t needed.
Are you aware that one of the cube planes in the demo is not fully transparent? I have no skills in materials and haven’t been able to make any useful changes while keeping the object shadow. This edge will move with the camera. Efforts to post a photo here are failing with database error but the problem is pretty easy to spot if you move the camera around and keep it low to look off into the horizon.
Well I am not quite sure how you want to control 1 camera with 5 markers … You will get different rotations / positions from each markers.
Currently the primary marker is the one which actually controls the camera. It’s been set automatically by the plugin, and it’s usually the last detected marker.
I am going to rework this in v1.5, and expose camera rotations / positions for each markers.
It only looks transparent in certain lighting conditions. The shadow receiver material is a normal opaque material, but the background is an unlit material.
You need to tweak the emissive color value in the BaseFeedScreen material (opaque shadow receiver material) to look identical with BaseFeedScreenNoShadow (unlit video background material).
There is a division node between the color and the emissive parameters. Try to tweak that parameter to make it match with your light setup.
Divide with:
Higher number -> darker look
Lower -> lighter look
For the tweaking make the shadow receiver plane smaller so you will see it’s borders better from any angles.
I still having the problem with the camera (Webcam Init Error) When I packaged and install the apk in android devices, the strange thing is that I don’t have the problem when I the project from the editor…