How can one bring Blender camera paths into Blender to use as Camera Paths in Threejs?
Is there a way to import the spline of blender into Threejs for further use as a camera path?
Can threejs extract the points of a blender spline and create the path for its cameras?
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I'd like to use Vuforia with HTC Vive camera texture.
To use this, I added CameraRig that provided by SteamVR and
an Script that brings its CameraTexture.
Now, I can see forward through HTC Vive hdmount Camera and I applied Vuforia package.
but, evenif I project target Image, this program cannot found target.
just show me camera texture.
here are images that reflect my state.
Trying using a Texture2D with Vuforia (assuming you can) after loading it with the buffer from the camera and applying it to the texture:
https://medium.com/#dariony/about-mixed-reality-part-2-4a371f03d910
I'm creating an animation with a simple rig in Blender and using it A-Frame 0.70. I have a box with a lid that opens via Euler rotation, but all children of the armature rotate with the lid even if they are not supposed to animate. Wiring up the flaps to their respective bones also distorts the geometry of the flaps - but I am simplifying this problem to just the lid for now to try to understand what is happening.
Animation works fine in Blender and apparently works in UX3D.
Attempts to separate the mesh into pieces and de-parent them from the armature results in the de-parented meshes to not render at all despite exporting all objects.
Tried Blender 2.78c and 2.79 and virtually all combinations of glTF export options with latest Blender glTF 2.0 exporter from Khronos.
Blender Screenshot
A-Frame Demo
<a-gltf-model cursor-listener id="gift" src="#rigged-gift" animation-mixer=""></a-gltf-model>
Blender source included in CodePen link
Appreciate any direction I can get on this problem!
This is now resolved with Blender 2.8 and above.
I have some problem. I work with babylon js and blender. In blender i have model with smoothed polygons, but when I am export model to babylon, than some polygons do not looks smoothed. On hood and neck.
screen from blender
screen from babylon
i have to warp an image without external libraries (etc. opencv).
Example
I also found a solution via google:
Iterate the pixel within the destination mesh
Calculate the relative mesh position of the pixel
Map the relative mesh position into the source mesh
How can i transform the position from the destination image into the source image?
If you don't want to use a library like OpenCV, you will have to implement the geometric transforms yourself. The following slides are a good starting point.
http://engr.case.edu/merat_francis/eecs490f07/Lectures/Lecture4.pdf
You can also use OpenGL to do this. Again, you will be using interpolations that are available inside OpenGL libraries.
I am using OpenGL ES 1.1 in iOS 5.0 , and I want to draw a sphere with a texture mapped.
The texture will be a map of the world, which is a .png with an alpha channel.
I want that to see the other part of the globe by the inside.
However, I obtain this strange effect and I don't know why this is happening.
I'm exporting from Blender using this script: https://github.com/jlamarche/iOS-OpenGLES-Stuff/tree/master/Blender%20Export/objc_blend_2.62
I've already tried to reverse the orientation of the normals but it didn't help.
I don't want to activate culling because I want to see both faces.
http://imageshack.us/photo/my-images/819/screenshot20121207at308.png/