Blender to Unreal Engine 4: How do i export my building from blender to unreal engine with the right collison? - blender

I have made a house (without roof yet) with some rooms in blender 2.9 and exported it to unreal engine 4. But in Unreal engine i can't move in it with the 3d standard third person character. I can only walk on it as it would be a closed cube or something.
What do i have to do, to be able to walk in it around?

UE is automatically generating a convex (i.e. with no holes, caves, dents, openings, etc.) collision mesh that essentially wraps the whole model. Possibly just a cube. There are a couple of things you can do.
Open the mesh in UE and set the collision complexity to 'use complex as simple'. This isn't advisable unless the mesh is very simple as it uses every polygon in the mesh to query collisions against.
or
Create a set of collision meshes - one for each element of the house (walls, floor, etc.) - and bring them in with the model. These must be convex in shape. See here: Static Mesh FBX Import. You must follow the correct naming convention for the FBX import to recognise them as collision meshes.
If your house model has low enough a polygon count that you would end up with as many polygons in your collection of collision meshes, number 1 saves you the trouble of number 2 (and might even save some memory).
Don't forget everything needs to be triangulated.

Related

Parameterization of Triangulated Surface Meshes

I’d like to perform a surface parametrization of a triangle mesh (for the purpose of texture mapping).
I tried using some of CGAL’s algorithms, e.g. ARAP, Discrete Conformal Map etc.
The problem is that the surface parameterization methods proposed by CGAL only deal with meshes which are homeomorphic (topologically equivalent) to discs.
Meshes with arbitrary topology can be parameterized, provided that the user specifies a cut graph (a set of edges), which defines the border of a topological disc.
So the problem now becomes – how to cut the graph properly (using CGAL’s interface).
I found a similar question from 3 years ago that went unanswered.
P.S.
If someone can point me to a different library that can do the job, that’ll be just as great.
Thanks.

Basics of face Sculpting in Blender

I mean, the basics..
1) I have seen in the Online videos, that they are modelling a character (or anything) through one object only, they are extruding, loop cut, scaling, etc and model a character, why don't they design different objects separately (like hands separately, legs separately, body separate and then join them together and make one object)..??????
2) Like What the texturing department has to see so that they should not return the model back to the modelling department. I mean like the meshes(polygons) over the model face must be quad, etc not triangle. while modelling a character..
what type of basics i should know , means is there any check list or is there any basics which i should see before modelling a character..
Please correct me if i am wrong , and answer my both questions.. Thanks
It may be common but it definitely isn't mandatory to have a model as one solid mesh. Some models will have parts of the body underneath clothing removed to reduce the poly count. How the model is to be used will be a big factor to how you model it, that is a for a single image it is easy to get away with multiple parts, while a character that will be animated in a cartoony animation could be stretched and distorted in ways that could show holes in a model with multiple pieces. When working in a team, there may be rules in place determining whether a solid or multi-part model is considered acceptable.
An example of an animated model made from multiple parts is Sintel, the main character in the Sintel short animation.
There is nothing stopping you from making a library of separate body parts and joining them together when you make your model. Be aware that this can bring complications, if you model an arm with 12 verts and then you make your hand with 15, then you have to fiddle around to merge them together.
You will also find some extra freedom to work with multiple body parts during the sculpting phase as you are creating a high density mesh that is used as a template to model a clean mesh over. This step is called retopology.
It is more likely that the rigging department will send a model back for fixing than the texturing department. When adding a rig and deforming the mesh in different ways, any parts that deform badly will be revealed and need fixing.
[...] (like hands separately, legs separately, body separate and then
join them together and make one object) [...]
Some modelers I know do precisely this and they do it in a way where they block in the design using broad primitive shapes, start slicing some edge loops and add broad details, then merge everything together, then sculpt it a bit further with high-res sculpting tools, and finally retopologize everything.
The main modelers I know who do this, however, model in a way that tries to adhere as close as possible to the concept artist's illustration. They're not creating their own models from scratch but are instead given top/front/back/side illustrations of a character, for example, and are just trying to match it as closely as possible.
When you start modeling everything in small pieces, it helps to have that concept illustration since you can get lost in the topology otherwise and fusing organic meshes together can be difficult to do in a clean way.
[...] why don't they design different objects separately? [...]
Again they sometimes do, but one of the appeals of creating organic meshes by keeping it seamless the entire time is that you can start to focus on how edge loops propagate across the entire model. It helps to know that the base of a finger is a hexagon, for example, in figuring out how to cleanly propagate and terminate the edge loops for a hand, and likewise have a strategy for the hand to cleanly propagate and terminate edge loops as it joins into the forearm.
It can be hard to get the topology to match up cleanly if you designed everything in small pieces and then had to figure out how to merge it all together. Polygonal modeling is very topology-oriented. It tends to require as much thinking about the wireframe and edge flows as it does the shape of the model, since it needs to be a certain way for everything to subdivide cleanly and smoothly and animate predictably with subdivision surfaces.
I used to work with developers who took one glance at the topology-dominated workflow of polygonal modeling and immediately wanted to jump to seeking alternatives, like voxel sculpting. With voxels you could be able to potentially model everything in pieces and foose it all together in a nice and smooth organic way without thinking about topology whatsoever.
However, that loses sight of the key appeal of polygonal meshes. Their wire flow forms a control lattice with a very finite number of control points for the artist to animate and move around to predictably control the shape of their model. You immediately lose that with a voxel representation -- so while voxels free the artist of thinking about how the topology works and how the wireframe flows through the model, it also loses all those control benefits of having that. So often if people use voxel sculpting, they end up meticulously retopologizing everything at the end anyway to gain back that level of coarse and predictable control they have with polygonal meshes.
I mean like the
meshes(polygons) over the model face must be quad, etc not triangle.
while modelling a character..
This is all in the context of subdivision surfaces: the most popular of which are variants of catmull-clark. That favors quads to get the most predictable subdivision. It's much easier for the artist to predict how everything will look like and deform if they favor, as much as possible, uniform grids of quadrangles wrapped around their model with 4-valence vertices and every polygon having 4 points. Then only in the case where they kind of need to "join" these quad grids together, they might create some funky topology: a 5-valence vertex here, a 3-valence vertex there, a 5-sided polygon here, a triangle there -- but those cases tend to deform a bit unpredictably (at least unintuitively), so artists tend to try to avoid these as much as possible.
Because when artists model polygonal meshes in this way, they are not just trying to create a statue with a nice shape. If that's all they wanted to do, they'd save themselves a lot of grief avoiding dealing with things in terms of individual vertices/edges/polygons in the first place and using something like Sculptris. Instead they are designing not only shapes but also designing a control lattice, a wire flow and a set of control points they can easily move around in the future to get predictable behavior out of their control cage. They're basically designing controls or an "interactive GUI/rig" almost for themselves with how they design the topology.
2) Like What the texturing department has to see so that they should
not return the model back to the modelling department.
Generally how a mesh is modeled in a direct sense shouldn't affect the texture department's work much at all if they're working with UV maps and painting textures over them (at that point it doesn't really matter if a model has clean wire flows or not, since all the texture artists do is pain images over the 2D UV map or directly onto the 3D model).
However, if the modeler does the UV mapping, then regardless of whether he uses quad meshes and clean wire flows or not, if the UV mapping is poor, then the resulting texture images will look all distorted. So the UV maps need to be made well with minimal distortion, though that's usually easy to do automatically these days.
The other exception is if the department doesn't use UV maps and instead uses, say, PTex from Disney. PTex really favors quads. In the original paper at least, it only worked with quads.

Insert skeleton in 3D model programmatically

Background
I'm working on a project where a user gets scanned by a Kinect (v2). The result will be a generated 3D model which is suitable for use in games.
The scanning aspect is going quite well, and I've generated some good user models.
Example:
Note: This is just an early test model. It still needs to be cleaned up, and the stance needs to change to properly read skeletal data.
Problem
The problem I'm currently facing is that I'm unsure how to place skeletal data inside the generated 3D model. I can't seem to find a program that will let me insert the skeleton in the 3D model programmatically. I'd like to do this either via a program that I can control programmatically, or adjust the 3D model file in such a way that skeletal data gets included within the file.
What have I tried
I've been looking around for similar questions on Google and StackOverflow, but they usually refer to either motion capture or skeletal animation. I know Maya has the option to insert skeletons in 3D models, but as far as I could find that is always done by hand. Maybe there is a more technical term for the problem I'm trying to solve, but I don't know it.
I do have a train of thought on how to achieve the skeleton insertion. I imagine it to go like this:
Scan the user and generate a 3D model with Kinect;
1.2. Clean user model, getting rid of any deformations or unnecessary information. Close holes that are left in the clean up process.
Scan user skeletal data using the Kinect.
2.2. Extract the skeleton data.
2.3. Get joint locations and store as xyz-coordinates for 3D space. Store bone length and directions.
Read 3D skeleton data in a program that can create skeletons.
Save the new model with inserted skeleton.
Question
Can anyone recommend (I know, this is perhaps "opinion based") a program to read the skeletal data and insert it in to a 3D model? Is it possible to utilize Maya for this purpose?
Thanks in advance.
Note: I opted to post the question here and not on Graphics Design Stack Exchange (or other Stack Exchange sites) because I feel it's more coding related, and perhaps more useful for people who will search here in the future. Apologies if it's posted on the wrong site.
A tricky part of your question is what you mean by "inserting the skeleton". Typically bone data is very separate from your geometry, and stored in different places in your scene graph (with the bone data being hierarchical in nature).
There are file formats you can export to where you might establish some association between your geometry and skeleton, but that's very format-specific as to how you associate the two together (ex: FBX vs. Collada).
Probably the closest thing to "inserting" or, more appropriately, "attaching" a skeleton to a mesh is skinning. There you compute weight assignments, basically determining how much each bone influences a given vertex in your mesh.
This is a tough part to get right (both programmatically and artistically), and depending on your quality needs, is often a semi-automatic solution at best for the highest quality needs (commercial games, films, etc.) with artists laboring over tweaking the resulting weight assignments and/or skeleton.
There are algorithms that get pretty sophisticated in determining these weight assignments ranging from simple heuristics like just assigning weights based on nearest line distance (very crude, and will often fall apart near tricky areas like the pelvis or shoulder) or ones that actually consider the mesh as a solid volume (using voxels or tetrahedral representations) to try to assign weights. Example: http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/
However, you might be able to get decent results using an algorithm like delta mush which allows you to get a bit sloppy with weight assignments but still get reasonably smooth deformations.
Now if you want to do this externally, pretty much any 3D animation software will do, including free ones like Blender. However, skinning and character animation in general is something that tends to take quite a bit of artistic skill and a lot of patience, so it's worth noting that it's not quite as easy as it might seem to make characters leap and dance and crouch and run and still look good even when you have a skeleton in advance. That weight association from skeleton to geometry is the toughest part. It's often the result of many hours of artists laboring over the deformations to get them to look right in a wide range of poses.

It is possible to recognize all objects from a room with Microsoft Kinect?

I have a project where I have to recognize an entire room so I can calculate the distances between objects (like big ones eg. bed, table, etc.) and a person in that room. It is possible something like that using Microsoft Kinect?
Thank you!
Kinect provides you following
Depth Stream
Color Stream
Skeleton information
Its up to you how you use this data.
To answer your question - Official Micorosft Kinect SDK doesnt provides shape detection out of the box. But it does provide you skeleton data/face tracking with which you can detect distance of user from kinect.
Also with mapping color stream to depth stream you can detect how far a particular pixel is from kinect. In your implementation if you have unique characteristics of different objects like color,shape and size you can probably detect them and also detect the distance.
OpenCV is one of the library that i use for computer vision etc.
Again its up to you how you use this data.
Kinect camera provides depth and consequently 3D information (point cloud) about matte objects in the range 0.5-10 meters. With this information it is possible to segment out the floor (by fitting a plane) of the room and possibly walls and the ceiling. This step is important since these surfaces often connect separate objects making them a one big object.
The remaining parts of point cloud can be segmented by depth if they don't touch each other physically. Using color one can separate the objects even further. Note that we implicitly define an object as 3D dense and color consistent entity while other definitions are also possible.
As soon as you have your objects segmented you can measure the distances between your segments, analyse their shape, recognize artifacts or humans, etc. To the best of my knowledge however a Skeleton library can recognize humans after they moved for a few seconds. Below is a simple depth map that was broken on a few segments using depth but not color information.

Tweaking Heightmap Generation For Hexagon Grids

Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL.
I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic game engine done, I have plans to expand it further.
At the moment my application consists of a VBO that holds vertex and heightmap information. The heightmap is generated using a midpoint displacement algorithm (diamond-square).
In order to implement a hexagon grid I went with the idea explained here. It shifts down odd rows of a normal grid to allow relatively easy rendering of hexagons without too many further complications (I hope).
After a few days it is beginning to come together and I've added mouse picking, which is implemented by rendering each hex in the grid in a unique colour, and then sampling a given mouse position within this FBO to identify the ID of the selected cell (visible in the top right of the screenshot below).
In the next stage of my project I would like to look at generating more 'playable' terrains. To me this means that the shape of each hexagon should be more regular than those seen in the image above.
So finally coming to my point, is there:
A way of smoothing or adjusting the vertices in my current method
that would bring all point of a hexagon onto one plane (coplanar).
EDIT:
For anyone looking for information on how to make points coplanar here is a great explination.
A better approach to procedural terrain generation that would allow
for better control of this sort of thing.
A way to represent my vertex information in a different way that allows for this.
To be clear, I am not trying to achieve a flat hex grid with raised edges or platforms (as seen below).
)
I would like all the geometry to join and lead into the next bit.
I'm hope to achieve something similar to what I have now (relatively nice undulating hills & terrain) but with more controllable plateaus. This gives me the flexibility of cording off areas (unplayable tiles) later on, where I can add higher detail meshes if needed.
Any feedback is welcome, I'm using this as a learning exercise so please - all comments welcome!
It depends on what you actually want and what you mean by "more controlled".
Do you want to be able to say "there will be a mountain on coordinates [11, -127] with radius 20"? Complexity of this this depends on how far you want to go. If you want just mountains, then radial gradients are enough (just add the gradient values to the noise values). But if you want some more complex shapes, you are in for a treat.
I explore this idea to great depth in my project (please consider that the published version is just a prototype, which is currently undergoing major redesign, it is completely usable a map generator though).
Another way is to make the generation much more procedural - you just specify a sequence of mathematical functions, which you apply on the terrain. Even a simple value transformation can get you very far.
All of these methods should work just fine for hex grid. If artefacts occur because of the odd-row shift, then you could interpolate the odd rows instead (just calculate the height value for the vertex from the two vertices between which it is located with simple linear interpolation formula).
Consider a function, which maps the purple line into the blue curve - it emphasizes lower located heights as well as very high located heights, but makes the transition between them steeper (this example is just a cosine function, making the curve less smooth would make the transformation more prominent).
You could also only use bottom half of the curve, making peaks sharper and lower located areas flatter (thus more playable).
"sharpness" of the curve can be easily modulated with power (making the effect much more dramatic) or square root (decreasing the effect).
Implementation of this is actually extremely simple (especially if you use the cosine function) - just apply the function on each pixel in the map. If the function isn't so mathematically trivial, lookup tables work just fine (with cubic interpolation between the table values, linear interpolation creates artefacts).
Several more simple methods of "gamification" of random noise terrain can be found in this paper: "Realtime Synthesis of Eroded Fractal Terrain for Use in Computer Games".
Good luck with your project