UE4 import Animation during runtime - animation

I wanna know if it's possible or if anyone already worked on this function.
Basically what I want to do is using the Assimp library to import FBX& Animation inside, when import the FBX file there is an Animation inside, but don't really know how to use this Animation to convert what I can use to trigger it.
Is anyone have any idea about it, thanks in advance

Using the Assimp library in UE4 is fairly straightforward. Copy the dll into “YourGame/Binaries/Win32 or Win64/” on Windows for example, and then you need to import the includes header source, which you can do in the main game library or create a separate plugin for it. Then under your Build.cs file add the line PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "assimp-vc140-mt.lib"));
The steps are the same if you want to create a separate plugin for it. As far as the animations go UE4 is using fbx in the background, so I can tell you from experience that you can get vertex transforms and apply them directly to UE4 mesh. I would look into using UProceduralMeshComponent for this though, that is what it's made for.
The Unreal Forums have a couple guides on doing exactly this.

Related

How to use Xcode SceneKit Editor's 'bake' functionality programmatically?

We have about 17,000 3D models (folders including DAE files + textures) and we're trying to use the bake functionality on all of them so we can use these 3D files in production (models look better with baked textures).
Is there any way we can automate this process without importing every model in Xcode and doing it manually? E.g. a command line tool?
Apple's Model I/O framework has classes with methods like generateAmbientOcclusionVertexColorsWithRaysPerSample which I thought might be helpful but I just can't figure out how to use this framework correctly to save these options as an SCNScene to a file. It makes it even harder since I don't have that much experience with 3D files so everything looks like gibberish to me.

Is it possible to use SceneKit elements with a GLKit project?

So a creative person on my team wants us to use SceneKit's built in material functionality to render 3D objects within our project, which is currently built in GLKit. I'm trying to figure out a way to do it. Is it even possible? Are there any specific conflicts I should be looking out for? I'm a little lost on this one so if you have any links to sample projects that use the two together that would be amazing. Thanks!
Okay so I talked to someone at Apple and apparently you can use glkit elements with scenekit but not the other way around due to scenekit dependencies. Looks like someone's going to have to do a refactor. Womp womp.

image Effect android using GPUImage

I am not even aware of Image Effects, I am trying to use Image filter to one image on which i have done with Drawing. For Drawing i have used DrawingView but now for effect i googled it and i have came to know that it can b apply using GLSurfaceView, ImageView, etc but i dont know
[FIRST QUESTION]
it can be apply to DrawingView?
Now i have tried GPUImage i found some code from github but not worked for me because i dont even know how i works
[SECOND QUESTION]
Steps to use GPUImage for image effects?
i have reffered this examples:
https://xjaphx.wordpress.com/learning/tutorials/
(this is not using GPUImage but somehow main goal is image effect)
http://www.java2s.com/Code/Jar/g/Downloadgpuimagelibrary110sourcesjar.htm
(Download Library from Here - ver- 1.1.1)
http://grishma102.blogspot.in/2013/10/apply-effects-on-image-using-effects.html
(Nothing happning to image when clicking menu)
https://github.com/CyberAgent/android-gpuimage (What is that i did not understand: code? then why Library folder is there?)
already asked questions but not worked
How to apply effects to camera images?
(Complex for me)
https://developer.android.com/reference/android/graphics/package-summary.html
(Theory)
https://stackoverflow.com/questions/29592646/display-grayscale-to-color-image-when-state-change-using-gpuimage-in-android
How to add image effects in android ?
and many more available but i dont know how to do that.. Anybody can suggest something better.. Thanks in Advance.
First question: You should try again and run GPU lib follow link https://github.com/CyberAgent/android-gpuimage. It should work if you config project properly
Second question: Don't use other libraries for Image effects, because it is written by Java code, you will face with Out of memory problem, take time for each effect by Java code also, it is really annoy. GPU lib is written by C++ and it is really cool to apply for Image editor apps
Hope you run GPU sample successfully

Three.js Typeface.js offline

the problem is obvious from the title, http://typeface.neocracy.org offline. It was used to convert fonts and used in conjunction with THREE.TextGeometry. But if it is offline, how is now possible to use custom fonts in three.js?
I made a new converter that outputs the same files as typeface.js.
http://gero3.github.io/facetype.js/
I loaded the source, but as far as I can see there is no chance to create the JS-font-files with this distribution. Maybe for someone with deep perl-knowledge...? In any case I installed perl, the ppm and dmake but trying to exec the Makefile only leads to errormessages about missing files. No - this is no alternative to the online-converter. Even worser: I didn't find any other converter or another side using the same one (cufon seems to create another format). So let's hope the site comes back to live - otherwise the great textfeature of three.js is worth nothing in the moment.

import .step file with three.js

I would like to import a file ".step" to use it with Three.js but I don't know how to do it
I didn't found any topic, only "first step, second step "
Any one could help me please ?
Take a look at the example at http://www.pythonocc.org/news/experimental-webgl-renderer-towards-cad-in-a-browser/ to go from step file to viewing using three.js.
node-occ is not a viable option as it is missing OCE-0.13. You have to download OCE-0.14 and build it really not a good option. OpenCascade is good but requires you build an .NET Library in C++ this is not well documented as they want to try and sell you theirs. I have not tried PythonOCC as it is python and can be a bit hard to set up using .NET I am looking for more resources but have not found any your best bet is to build your own using the STEP reading technology.

Resources