Having an issue where I get just colored bars in editor that say “no input signal” I suspect its because I have a hdmi capture card as well and it seems to be defaulting to that. I tried disabling it but still having no luck. Is their a way for it to default to the right webcam or change the settings to choose a different device?
It uses the default webcam, and currently it can not be changed from blueprint. However if you have the C++ source code version, you can change the device number from code.
Locate and change this line in ARToolkitDevice.cpp
[FONT=Courier New]if (arVideoOpen("-devNum=1 -flipV ") < 0) return 0;
Where devNum is the actual webcam id (value 1 is default)
I’ll add device selection from blueprint to future versions.
Got to try this.
does it / will it support markerless tracking?
Yes! It also supports natural feature tracking. Check out this video: https://www.youtube.com/watch?v=jYyIXRymu6c
oh, that’s cool! what about the judder of the chair? it’s wiggling when the picture is laying on the table?
Depending on the quality of the marker (or NFT image), lighting conditions, and the camera, tracking can be a little jittery.
The good news is that it can be be filtered out quite well using the built in pose filtering.
From the next version of the plugin all filtering settings will be adjustable using blueprints.
ok cool, thanks for the information! looking forward to build some stuff with this
This is going to be great with Daqri losing its AR platform for 3D content.
The app for the devices should be free with a charge for developers/content provides uploading AR pieces. Maybe a monthly rate or cost per upload. In my experience the monthly rate is more Keen to buyers.
If you could keep me update on this I would appreciate that. I work for a company… Trifecta Communications and we have been working with AR for a few years now. Its hard to find a good AR platform to use right now and I like what you have going here. Great work. I am going to try this out. Again… great work
3D Generalist
not sure if serious…AR from Epic for hololens in acouple months = waste of money.
but whatever flips your boat.
Hi
I am pleased to announce the latest version of my AR Plugin.
AR Plugin V1.3 - 2015-12-13
- 4.9 and 4.10 versions are merged into one package
- ARToolkit include/lib files are included with the project for all platforms (compiles without downloading artoolkit libraries, setting environment variables)
- Updated unreal build configuration file to support both VS2013 (UEv4.9.2) and VS2015 (UEv4.10)
- NFT editor bug fixed (after several begin play - stop cycles NFT stopped working inside the editor)
- Camera settings from blueprint (enable PIN configuration checkbox on windows, only 4:3 image formats (320x240, 640x480, 960x720, etc. ) are supported)
- Device number input on camera initialization (select from multiple webcams by ID) - Windows only
- Pose filtering blueprint nodes for NFT/fiducial markers added
- Debug mode and new thresholding settings with corresponding blueprint nodes are added for better tracking of fiducial markers
- Updated error handling, many bugfixes
**New DEMO project with 3D motor bike added **(commercial/personal versions)
Key features:
- Object interaction (rotate, scale, texture selection) using mouse or touch input
- Virtual objects can cast real time shadows to the real environment
- Shadow / light direction settings
- Brand new camera image material that adapts (scales/crops) to the size of the viewport. Any device aspect ratios can be used automatically.
Get the plugin from the link below:
http://www.unreal4ar.com
How did you manage to get an animated mesh in there? I can’t seem to do it.
It’s quite simple. Just import your skeletal mesh into UE4 , and drop into your scene. Then open the level blueprint and change the target of SetActorRotation/SetActorPosition/SetActorHiddenInGame to the SkeletalMeshActor you have just created. Change it only for one marker at the same time.
That is all!
Does this work with GearVR? I haven’t messed with that platform since the Oculus Mobile VR Jam when the integration was in its infancy but I recall access to the pass-through camera wasnt supported at that time.
I had no to try it with Gear VR, but the plugin can handle the android / iOS mobile camera without problems , so it should work.
I’ve released the executable version of the Motorbike and the AR Fight Scene DEMOs!
Download links:
http://www.unreal4ar.com/demo-videos/
Cheers,
The chair model works great on windows 7 with unreal 4.9.2 with the editor only version! Never tried AR before and this is really cool. Thanks for the plug-in .
Are there any glasses that work with this type of AR? I’d like to be able to hit buttons on a keyboard to cause a model to animate so I would like to see the keyboard as well without having to hold up a smart phone or tablet. Thanks for any info.
Finally got a to mess around with this for our project. It works great so far!
I am glad it’s working fine on your end!
These 2 are looking promissing: