Photo synth has an effect called "walk" not in the older version but in the newer one. Using a sequence of about 6 images I can create the effect that the user is walking in the scene. The software says it uses photogrammetry to create a 3d scene but from looking at the downloaded code it is just the images sliced up. Is there away I can recreate this effect in three js or babylon js? Using a blend from one picture to another?
I'm attaching a picture of the geometry the photo synth adds as it moves from one image to another.
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It's been a week since I have been trying to find how to resolve the problem.
I am kind of new to Unity and I'm trying to curve an Image to a round shape.
For my example, the player imports an image from his hard drive, and then this image is curved to cover a bottle, which I created in Blender, the image should cover the girthier part of the bottle, like the bottom part.
Obviously, the image texture is changed to 2D and UI.
I have tried several things, such as downloading a script that curves the UI Image, but later realized the image can't be a UI because it should appear in the scene and be manipulated later by the player. I would like to add text that "covers" the bottle, in a curved way too but this is another problem.
So if anyone knows how I could curve an Image in Unity thank you in advance.
Ps: If I don't post any code it's because I haven't done anything yet in the project rather than the camera movement, therefore nothing interesting. I am just trying to figure out how to do this before continuing on anything else.
I'm experimenting with videojs-vr which is using THREE.OculusRiftEffect for rendering the video in an Oculus friendly way.
I downloaded a side by side video from YouTube and played it within the videojs-vr example.html.
Now I'm searching for a way to show only the left part of the video in the left camera of OculusRiftEffect / VREffect and the right part for the right eye.
I think I have to find/use an event which draws the movie onto the mesh and identify which camera is currently rendered to copy only the left or the right part of the video.
If you're using Three.js I would make two spheres, one for left eye and the other one for right eye. Then separate the video using a shader on those spheres to map only half texture in each one. Then attach each sphere to one of the two cameras.
Don't sure how to do it in three.js, as I come from Unity and I'm still a noob with three, but I did exactly that in Unity. Maybe the idea helps you.
I am a total beginner to Unity, but I'm getting familiar with the interface and the way scripts work with Game Objects. Some days ago, I came across with an article regarding a 3D LED Matrix controlled by Unity and since then I've been trying to make it work with my project.
Original article: http://philippseifried.com/blog/2014/10/29/3d-led-matrix-with-unity/
Basically, once the script is attached to an Orthographic camera (or at least that's what I understood from the article), the camera layers and "slices" the scene, transforms it into a pixel matrix and paints the result into some preview layers dynamically generated.
I have accomplished to attach the camera and get the preview layers to show up. However, I'm unable to get the final result the article shows, as preview layers show absolutely nothing. I think it has to do with the fact that the author is using some kind of transparent planes I have been unable to replicate.
It would be great if someone could guide me a bit to get the exact same result of the article by reading it and watching the last Vine, as it shows his Unity screen with the transparent layers working up and running.
The script was looking at the background color to decided wether a pixel had to be painted or not.
Changing the camera background to transparent (RGBA) was enough to see the final result.
I am new in Unity2d creating animation via series of images of the player and images are very clear but when i add them in my animation they are getting distortion.
I am following this tutorial:
http://www.41post.com/4742/programming/unity-animated-texture-from-image-sequence-part-2
and it working perfectly for it's own images, Note: my images has empty spaces (as png pics has) and only that part of the images getting distortion while tutorial images has no empty spaces.
The Print Screen of my problem: Image sample
Didn't went through the entire tutorial line by line. What I suspect though is that you are overlapping your textures by just looking at the screenshot.
Imagine you are drawing pictures on the only piece of paper you have at hand. Suppose there are 1, 2, ..., k images, you draw the first image i1 on the piece of paper. Now, you wanna draw the second one i2. Since you have only one piece of paper, you have to rub away your previous drawing first. Without clearing the drawings on your paper, your new drawings will always overlap the old ones. Unless you are using a new piece of paper everytime, of course.
Back to the question. If the images used in the animation are fully opaque (not even a single pixel), then of course you will not notice the difference even if you draw new paintings over the old ones. But in your case, there are many transparent areas in the images. If the canvas is not cleaned everytime before drawing a new painting, it is obvious that the results will be something similar to what you have in the screenshot.
The images used in the tutorial are fully opaque, I suppose.
I found these great fantasy sprite sheets available under a CC license and want to use them for a 2D game in Unity (as3gamegears).
Can anyone help me understand how I put all the component sprite sheets together to make a full sprite. The weapons and clothing are all in different sheets and I guess I would have to use something like GIMP to put them together but I have no idea how.
There are a few nice toolkits for Unity which should easily allow you to stack the sprite sheets on top of each other.
2D Toolkit: Unity Asset Store
Sprite Manager (Free): Unity3D Wiki
Sprite Manager 2 ($150): Unity Asset Store
If you do not want to use a toolkit and you simply want to put all of the components together to create a complete sprite, you can create multiple planes in Unity, and layer each component on top of the last. For example; the main sprite of the character is bottom-most, a gloves layer is above the character sprite and a weapons layer is above the gloves layer.