AnyLogic travelling camera - camera

I want my model to be displayed in a cool video, in which a camera goes through my model.
Is there any guide for smooth tracking shots and functions that can be used?
I could not find good information in the AnyLogic Library :(

You can design any camera movement you like.
Simplest way is to create a custom agent with a camera at its origin and make the agent move around. Or add a camera to existing agents to "view over their shoulder".
Or check the example models with search term "camera".
Or make your camera positions dynamic:
You can do anything you want :)

Related

In UE5, how exactly can I create a cinematic camera which follows a vehicle with view from driver seat?

How exactly can I drive a vehicle in UE5 and have a camera in the driver view/seat?
I'm attempting to use the Unreal Engine 5 Sample city demo, specifically the vehicle test map.
From what I understand, this is a cinematic camera that would need to be offset in some way? What are the steps required to get a cam setup to track a vehicle, and to test the above scenario? I could use SampleCity, or even just start with a basic template if there are some instructions to get that camera setup in that way.
In play mode (press green play button) then your actor just gets in and drives the
car (google that)
to animate it, do that through 'sequencer' it will play, but to record it you need 'take recorder' active. add a cinecamera and position in POV driver, either
1. add the cam in blueprint and check 'expose to cinematics' or
2. add the cam to scene, then add to 'sequencer' and animate via 'transform'
to move with the car, setting movement from point A to point B on
sequencer timeline or you can move cam along a 'spline' or rail track etc for
more complex shot movement.
that's the process, just google for details

Capture a live video of handwriting using pen and paper and replace the hand in video with some object or cursor

I want to process the captured video. I will try to capture the video of handwriting on paper / drawing on paper. But I do not want to show the hand or pen on the paper while live streaming via p5.js.
Can this be done using machine learning?
Any idea how to implement this?
If I understand you right you want to detect where in the image the hand is a draw an overlay on this position right?
If so You can use YOLO more information to detect where the hand is.
There are some trained networks that you can download maybe they are good enough, maybe you have to train your own just for handy.
There are also some libery for yolo and JS https://github.com/ModelDepot/tfjs-yolo-tiny
You may not need to go the full ML object segmentation route.
If the paper's position and illumination are constant (or at least knowable) you could try some simple heuristic comparing the pixels in the current frame with a short history and using the most constant pixel values. There might be some lag as new parts of your drawing 'become constant' so maybe you could try some modification to the accumulation, such as if the pixel was white and is going black.

A-Frame object-centric camera rotation

Ultimately, when using a VR headset, I'd like for the camera to rotate around the object when a viewer's head moves. When I look up, for instance, I want to see the bottom of the object and when I look down, I want to see the top of the object. The google exhibit demos with cardboard have this feature. I'm a newbie when it comes to this stuff, so be gentle. If there are tutorials or literature you'd recommend to become more familiar with this stuff, I'm all ears.

Implementing a 3D Minimap for VR in Unreal Engine

I am working on a VR tower defense game. I want to place my towers on a small map of the field and at the same time show the field/units/towers on the small map, in 3D. Like this:
http://halo.bungie.net/images/games/Halo3ODST/imagery/screenshots/H3ODST_PreparetoDropCinematic.jpg
The map would be something like a small clone of the field. Is there a way to do so with camera etc. So that my minimap is just a re-render/clone of the field.
Sorry if this is the wrong place, but the Unreal Engine Forum is not working at the moment.
I dont know of a simple camera projection to 3D (since the camera map would be about scene capture onto 2D textures)
You can do a fake/tricky camera implementation tho. You just show a normal camera projection and put it into the world. Now you let the actual camera position depend on where the users location is in relation to the map.
You can cover this up with particle effects so it doesnt look like some TV that is following you....
depending on the complexity of your game and how u like the solution obove it might be better to implement a calculated model.
Like you have miniature models of everything u want to show on the map and then let a map class project every "object that is shown on map" the miniature version onto the map object.
Ofc this requires tons of work compared to just setting up a camera but you have alot of better control of how the map looks and what it can do (u could add functionallity, control options and special views etc....)

i want to show road effect in cocos2D based game (like a bike is moving on road) iphone

i am unable to show road effect in cocos2D based game and also little bit confused about image. what type of image i have to use to show effect and how i can use this image in code to generate moving road effect.
Actually You need to move the background back in different layers or you can use parrallax node .
Here is a link for the by source code steffen ittereheim which describes in detail the process