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Unity and Kinect tutorial « Nightmare Kitty

Unity and Kinect tutorial « Nightmare Kitty
Related:  UnityUnity3D

Flash Webcam into Unity 3D Background Information Although I created a standalone Windows based (.dll) webcam plugin for Unity3d in May, 2009 utilising Theodore Watson’s – VideoInput library along with some Open CV functions, trying to get a working cross platform Unity3d solution for augmented reality was still heavy on my mind. Knowing of the many existing ARToolkit based examples, working flash AS3 libraries and the various SIFT and SURF algorithms scattered across the web, I really wanted to create a Unity based non platform specific solution, where I could obtain the webcam feed directly into unity and start to utilise C# code for the algorithms. When a collegue came across the Honeyway Train augmented reality game from Boffswana for Cheerios, I was blown away with the fact that they had appeared to take a webcam directly into Unity utilising either Adobe Flash Player and/or the Unity3d Webplayer itself. Solution The Initial Demo The “working” demo can currently be found by ‘clicking here’

Microsoft Kinect - Microsoft SDK - Unity3D From Unity3D What is the Kinect? See what is Kinect on Wikipedia. Installing the Microsoft Kinect SDK Because this set of drivers is supported by Microsoft, setup is relatively easy - you just need to download the SDK installer package and follow the on-screen prompts. Downloading and Installing the SDK NOTE: Before installing, ensure that the Kinect is NOT connected to your machine. Download the SDK and Toolkit from Run the installer and follow the on-screen prompts. Integrating with Unity PLEASE NOTE: Even if you don't have a physical Kinect attached to your machine, it is recommended to install the drivers on the machine you are developing on. In order to utilize the drivers that you just installed, you will just need to use the provided scripts within your project. Luckily, the Unity package provided on this very page will install all of the required assets for you. Bringing the Kinect SDK in to Unity Scenes

AS3 Mouse Gesture Recognition - web, mobile, game + interactive development » AS3 Mouse Gesture Recognition » AS3 Mouse Gesture Recognition Didier Brun of ByteArray just keeps throwing down. Here is another great showcase of the power of AS3 and the tools that can be built with it, strongly based on alogorithms proven in other hardcore languages. This project is a Mouse Gesture Recognition lib for AS3 (demo) Mouse gesturing can be used for recognition of letters, numbers or even just programmable actions by gesture. A bit on the algorithm from Didier at ByteArray, I just don’t think it can be made any more simple: Each letter is defined by a n ‘ 8-directions gesture sequenceThe mouse moves are saved with the same 8-directions sensibilityA Levenshtein distance is calculated from each letter to the user movesThe algorithm return the best candidate (lowest levenshtein cost)UsageExample for the B :gesture=new MouseGesture(stage); gesture.addGesture("B","260123401234"); gesture.addEventListener(GestureEvent.MATCH,matchHandler); function matchHandler(e:GestureEvent):void{ trace (e.datas+" matched !")

Download Note for windows users: Having python installed on the system in some cases can crash MakeHuman. See this FAQ item. Nightly Builds A nightly build is a build that reflects the current state of the source code. Blender tools The Blender tools (vers. 1.0.2), to import MakeHuman models in Blender 2.7x or to create new MakeHuman assets with Blender 2.7x. Extra files Extra files used to create or use MakeHuman libraries. Mouse Gesture Recognition I have worked yesterday on a simple implementation of a mouse gesture recognition algorithm. Here's a demonstration. I'll probabaly publish a MouseGesture.as class soon, so stay tuned. Mouse Gesture [ADD : 2007-05-17] The zip file contains the MouseGesture class + the full code of sample demo above. Algorithm Each letter is defined by a n ' 8-directions gesture sequenceThe mouse moves are saved with the same 8-directions sensibilityA Levenshtein distance is calculated from each letter to the user movesThe algorithm return the best candidate (lowest levenshtein cost) Usage Example for the B : gesture=new MouseGesture(stage); gesture.addGesture("B","260123401234"); gesture.addEventListener(GestureEvent.MATCH,matchHandler); function matchHandler(e:GestureEvent):void{ trace (e.datas+" matched !")

Environment setup Project Beginner Checked with version: 4.6 This is part 1 of 10 of the Survival shooter tutorial, in which you will setup a pre-designed environment with lighting and background music. Download Assets Beginner Survival shooter Open source Kinect gesture recognition project, Kinect DTW | Coding4Fun Kinect Projects Seems like we're on a Gesture recording theme this week so far... Today's project provides another look at recognizing and recording gestures with the Kinect for Windows SDK. In today's we get the source to the main library too, so we can see just how the magic is done... This project allows developers to include fast, reliable and highly customizable gesture recognition in Microsoft Kinect SDK C# projects. For additional information, please check out KinectDTW - open source Kinect gesture recognition project released This evening I published to Codeplex the gesture recording and recognition project I’ve been working on. Project Information URL: Project Download URL: Project Source URL: Contact Information:

게임 개발 포에버 :: Unity3D와 LOD, 그리고 SImplygon 이 글에서는 Unity에서 LOD(Level of Detail)을 사용하는 것에 대한 이야기를 해볼까 합니다 Object LOD에 촛점을 맞추고 있으며 Shader LOD와는 별개의 이야기입니다. LOD란 무엇인가? 여러분이 게임 광고를 기획한다고 가정해보죠. 아리따운 누나가 대규모의 적들과 전투하는 켄셉을 잡고 모델을 섭외합니다. 이건 어떨까요? 이미지 : TIG, 마영전 게임같은 Real-time Rendering에서는 최대한 렌더링 비용을 절약하는 것이 중요합니다. Unity에서의 LOD LOD는 3D 게임 개발에 있어서 꼭 필요한 기능이고 당연히 Unity에서도 제공을 합니다. 자세한 설명은 공식 메뉴얼을 참고해주세요. LOD 툴 유니티로 게임을 개발 할 때 에셋스토어를 활용하면 게임 모델을 손쉽게 구할 수 있습니다. 첫째, 모든 리소스들이 LOD 시스템을 대응하고 있지는 않다는 것입니다. 둘째, PC 및 콘솔 대응 리소스들도 많이 있습니다. 셋째, 파츠가 많이 나뉘어져 있는 모델도 존재합니다. 이러한 이유들로 많은 LOD 관련 툴들이 존재합니다. Simplygon 그 중 Simplygon(심폴리곤이 아니라 심플리곤입니다 ㅋ)을 소개할까 합니다. 이제 실제로 사용하는 예를 보여드릴까 합니다. 언니가 무섭고 이쁘긴 한데 폴리곤이 너무 많습니다. 이제 이 모델을 Simplygon으로 폴리곤을 반토막 내볼까 합니다. 그러면 모델 데이터를 Simplygon서버에 보내고 받아오는 과정이 이루어지면서 Manage Jobs 탭의 톱니바퀴 아이콘이 움직입니다. 그리고나서 status 상태가 100%이 되면 처리된 에셋을 자동으로 import하고 LODs 폴더에 처리된 모델이 생깁니다. 확인해볼까요? 하지만 폴리곤 수를 보면 2만7천 폴리곤이였던 모델이 1만3천 폴리곤으로 확 줄었습니다. 한번 더 줄여볼까요? 케릭터 LOD 마치며 감사합니다.

gesture-recognition-unity3d - Gesture recognition from Kinect data using Dynamic Time Warping Classifies a given action sequence to the class of actions it fits best, and returns the sub-sequence matched as well as the type of action that matched To train it, the input is a segmented action sequence describing the motion. The actions are input through action files which have the Cartesian positions of each joint in the skeleton over time. The algorithm works by applying the dynamic time warping algorithm to find a sub-sequence of the given actions that best matches a set of action sequences acquired through training. The algorithm was implemented in C# and made as separable as possible from the Unity framework, though not out-of-the-box. The algorithm needs further improvements for when the actions don't match temporally and spatially, and the definition of a measure (threshold) for gesture matching.

iPhone & Unity3D: Integrating 3rd Party Static Libraries in Unity3D Generated XCode Projects - SCIO Development Blog Deploying for iPhone from Unity3D can be a little bit tricky, especially when customised code or 3rd party libraries are part of the project. So I decided to publish my own little check list and some hopefully useful information. In general I recommend the newest Unity3D version you can get (3.4 at time of writing) because there were some problems in Unity3D 3.3 leading to a bunch of errors and warnings. Start My environment for getting the app up and running: Unity3D 3.4XCode 4.02iOS 4.3.3Some 3rd Party static library. First of all you have to check your build settings (File / Build Settings, button Player Settings): Before 3.4 the target platform for armv7 was called "armv7 iPad only" which is pretty confusing as iPhone 4 was supported very well. Pressing "Build And Run" pops up a file chooser dialog for selecting output folder where to generate all XCode related stuff. First Steps in XCode Now in XCode we have to check the project settings first: Integrating The Library Files in XCode

Add Unity3D to native iOS App with Unity 5 and Vuforia 4.x | MakeTheGame Sometimes you need to add Unity to an existing App. As by design Unity is designed to run “standalone”. So you got a ready to deploy xCode Project. This tutorial is just an “update” or “extension” to a Tutorial found at “the-nerd.be” (many thanks mate for your help). You can find it here : As the Tutorial was made for Vuforia 4 and Unity 5 – it is really fresh and new. 1. As usual – just create your project. Copy the License to the Clipboard. Now you are ready to export your Project to iOS. Here is my setup: – mainfolder (or something like your Desktop for example) –> UnityIOSProject –> MyAwesomeAppProject The following player settings should be set: – Scripting Backend: IL2CPP – Architecture: Universal IMPORTANT: it MAY be necessary to change “Graphics API” to “Open GLES 2″ or “OPEN GLES 3″. The rest is up to you – i hope so 2. To build your UIKit + Unity App you need to subclass the AppController. 3. 4. 5.

Unity New Gui Tutorial You will love getting gooey with Unity’s new GUI! There’s no denying that Unity is an awesome game engine. By catering to the needs of the independent developer while also providing features of premium AAA engines, it’s no surprise that Unity is a now mainstay in game development. Unfortunately, every Achilles has his heel and for Unity, that was the old GUI system. The old GUI system was a painful system that required you to write all your GUI code in OnGUI. There were third party tools such as NGUI that aimed to solve this problem, but it’s a little frustrating to have to pay more money for something that should be included with the base package. Well, the folks over at Unity Technologies have listened. In this three-part series, you’re going to add new GUI to the game created in our previous tutorial series – How to Make a Game Like Jetpack Joyride in Unity 2D. Note: If you haven’t completed the original tutorial, it’s okay, but it wouldn’t hurt to go back through it. Getting Started

Graphs, a Unity C# Tutorial In this tutorial we'll write some C# scripts to display increasingly complex graphs in Unity 4. You'll learn to create graphs, from a single line to animated volumes; control a particle system; write various mathematical functions; change behavior while in play mode; use the Start and Update Unity event methods; write loops, both single and nested; use arrays, enumerations, and delegates; You're assumed to know your way around Unity's editor and know the basics of creating C# scripts. If you've completed the Clock tutorial you're good to go. Note that I will often omit chunks of code that have remained the same. This tutorial has been superseded by Building a Graph. Preparations We start by opening a new project without any packages. Now we create a cube via and set its position to (0.5, 0.5, 0.5). Finally, select the Main Camera and make it match the perpective view via (we did the opposite in the Clock tutorial). The cube is no longer needed, so we remove it. Creating the first graph

3DText Author: Eric Haines (Eric5h5) Description When using 3D text, the default shader is the same one used for GUIText, which makes the 3D text always appear on top of objects. Usage Place this shader somewhere in your Assets folder hierarchy. ShaderLab - 3DText.shader Shader "GUI/3D Text Shader" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Pass { Color [_Color] SetTexture [_MainTex] { combine primary, texture * primary } } }} ShaderLab - 3DTextOneSided.shader Replacing "Cull Off" to "Cull Back", makes the text one sided. Creating the shader above is step 1. First make the new Material and assign the Shader you made in Step 1. Then Assign the Font Texture you wish to use on this FONT_3D_MTL. Then Choose your 3D_TEXT that you wish to be occluded.

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