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#2 Re: Openspace3D » AR: how to select a single target? » 20-Sep-2017 11:07:56

Hello!
Thank you, but I am not sure to have unterstand very well. If you have some spare time, can you post me a small example?
Best regards, Damiano

#3 Openspace3D » AR: how to select a single target? » 19-Sep-2017 18:12:53

Useless
Replies: 4

Hello!
I developing another AR app for a Museum. I have multiple targets distribuited on a single image that serves as background.
The user have to "pick" one of these marker/targets to trigger the right content. But if I am not so much away from the set of images, invevitably all the targets will show in my device camera and the app will visualize me every contents attached to the triggers.
Can I in OS3D set a "interface" when a pop up says "pick your chosen target" and I have to manually tap on the screen to "activate" the trigger?
Is possible to arrange the app for each time the app recognize more than one targets, it force the user to pick manually a target and activate only that target?

Regards, Damiano

#5 Re: Openspace3D » Problem, perhaps, with lights... and, make a "video interface" » 9-May-2017 19:18:27

For "natural" you mean "normal (not aruco, not qr code, not abstract markers) but contrasted figures"?
Do you think if I use only qr code it can be the better option?

#6 Re: Openspace3D » Problem, perhaps, with lights... and, make a "video interface" » 9-May-2017 18:50:34

Hello!

1- so I have to insert in the marker a qr code? how much big respect  my marker? (for the sake of discussion, my marker are the default marker generated by OS3D)...
- I have 20 markers, but separated in different "app", linked togheter by instances

2 - I will try!

Thank you very much!

#7 Openspace3D » Problem, perhaps, with lights... and, make a "video interface" » 9-May-2017 16:32:35

Useless
Replies: 6

Hello there!
Sorry to bother you, I have two questions!
1) with my museum app I noticed I have the AR content (what I augment on reality) "flickering"; in other words when I'm targetting the marker I have to stay at a fixed distance (and with very firm hands!) or the content is intermittent. Every 1 second it goes away and returns... it's very disturbing and you waste some time to adjust to the right position to visualize the content (it's very vexing with content with some text, wich you cannot read). I think is a problem of lights, but with a large number of people in visit (they project some shadows, even for a millisecond, but I think they are sufficient to create the flickering effect) and not real possibility to illuminate like a nova the museum... ther's any trick (or software trick, in the code at your end) to eliminate this problem?

2) if I want to insert some commands on my AR video (foward, stop, pause etc.), and I cannot make this via marker... can I insert a video interface wich activates when the video start?

Greetings, Damiano

#9 Re: Openspace3D » Social in OS3D » 7-Mar-2017 18:04:02

For example: can I integrate an OS3D app into a "bigger" app (created by me); for example, I make an android app that has some social features, a section with a news aggregator of the museum etc.. Can I insert the RA app created with OS3D like, say, a SDk or the like?
Either from the point of view of the technical realization, and, of course, from the point of view of the legal licenses and so on.

#10 Openspace3D » Social in OS3D » 7-Mar-2017 17:53:36

Useless
Replies: 3

Hello there... ther's some trick to make some social interactivity in a OS3D app?
Like post a tweet from the app, or (say, I make a screenshot of my RA 3d model popped in my screen). share a pics... or share my location... and so on!

#11 Re: Openspace3D » still confused export of blender » 5-Mar-2017 11:45:06

Sadly, I don't have the slightest idea for what reason it happens :-(

#12 Re: Openspace3D » still confused export of blender » 24-Feb-2017 11:40:51

Yes, but you have to be sure to work in "blender render" and not in "cycle render" (like me), otherwise your .obj file will not be generated with a texture (same for ogre).
For the sake of the discussion I have noticed:
a) an .obj textured models has better texture and smooth surface than one exported with ogre
b) but if you export in ogre a model textured in cycle render (and you have to set, as I have prior posted, manually the path of the texture file) you have good results like an .obj exported model

#13 Re: Openspace3D » still confused export of blender » 23-Feb-2017 17:43:07

Hello! Perhaps I can be of some use to you.
OS3D support either colldata, .obj or native blender file... but if you have a textured model, you will miss the texture unless you use the "ogre exporter".
You will make a: .mesh (your model 3D), a .xml file and a .material. The .material file is a plain text file where are writed the info and location of your texture. BUT, in my case, this file always miss the part with the path to the image you have utilized for the texture.
It's a file like this:
// Material genrated by blender2ogre 0.6.0

material Material
{
receive_shadows on

technique
{
pass Material
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on

texture_unit
{
texture projects/legnago/material/micenea/mappa_sbalzo.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
} }
}
}
If you not have this part "texture_unit ecc" you have to add manually with an editor. And pay attention to put your texture image in the proper path!

D.

#16 Openspace3D » Buttons aspect ratio » 14-Nov-2016 23:38:21

Useless
Replies: 2

Hello!
I'm having troubles with icons.
In reality they are buttons for my interface; I have positionated them in such a way that they fit in any screen size.
But I seem not able to set their proportions; I set offsett in percentage, but resizing the screen makes the buttons distorted.
In a word, I can't keep their aspect ratio.
Like this:
aspect ratio
aspect wrong 1
aspect wrong 2

Sorry for the silly questions!

Damiano

#17 Re: Openspace3D » RA app for cultural heritage: problem with android » 25-Oct-2016 10:20:50

Hello there!
I have tried with you suggestion, but with no luck :-(
The funny thing is that I have inserted a "screenshot button" and that button is displayed and working! In fact I can make a screen shot... but totaly black, beacause the camera is obsinated to remain closed (or whatever is the problem...).

I think is a problem on my device, at this point...

#18 Re: Openspace3D » RA app for cultural heritage: problem with android » 25-Oct-2016 09:25:12

Hello! Sorry for not responding to your kind suggestion, I have been away from internet for a while!

I will test right away; in the meanwhile I have new questions: but I think is best to open a new topic for them!

Thanks, Damiano

#19 Re: Openspace3D » RA app for cultural heritage: problem with android » 6-Oct-2016 10:15:06

It's a project maturated from a master; but we hope to become a "company" in the near future...

#21 Re: Openspace3D » RA app for cultural heritage: problem with android » 6-Oct-2016 09:44:53

I am very sorry to trouble you, but perhaps I need to specify the idea (and the operational contest) behind this app.

We have a archeological museum, in Legnago (here the website), wich we want to "augment".

The RA spot, for now, are 9 in total. We programmed two visit: one very short, 30 minutes, and one long, 1 our and 15 minutes.

For the short visit we thinked to leave the app always running, to reduce the reboot time of the app; but now I am thinking:

1) if the app, for several reasons, do not remain active for more than 20 minutes...
2)... and the sperimentation with RA and educational purposes shows that it is more profitable and engaging, rather than one single application always active, to runs, on each spot, the right (how I can name it, "module"?) module...
3)... perhaps is more profitable to subdivide the project in nine "app"...

But:

1) there's the possibility to build an app that pulls togheter the nine apps?
2) or perhaps is better to build nine scenes in the same project (regard this matter, is even possible? I don't see, in the openspace software, the possibility to make several scenes in addition to the first) and runs them one after the other?

Sorry for the very annoyng and "talkative" post (and excuse me for my poor english)...

Regards, Damiano

#22 Re: Openspace3D » RA app for cultural heritage: problem with android » 6-Oct-2016 09:02:35

Hi!
I have installed everything and re-exported my project (with "architecture" default).
Unfortunately the problems have not been resolved :-(

1) on smartphone: after 20 minutes of smootly run the camera freeze and you have to restart the device.
OS    Android OS, v6.0 (Marshmallow)
Chipset    HiSilicon Kirin 650
CPU    Octa-core (4x2.0 GHz Cortex-A53 & 4x1.7 GHz Cortex-A53)
GPU    Mali-T830MP2

2) on my tablet it continues to not initialize the camera.
Do you think is a problem of the android version?
On the smartphone is the 6.0, on the tablet is 5.0.
Tecnical specification of my tablet (is a very standard table):
CPU / Processore    Qualcomm Snapdragon 400 APQ8026 / ARM Cortex-A7
Clock Processore / Core    1200Mhz 32bits Quad-Core
Memoria RAM    1,5GB
GPU Scheda Grafica    Qualcomm Adreno 305
Memoria Interna    16GB
Android Lollipop 5.02

#24 Re: Openspace3D » RA app for cultural heritage: problem with android » 5-Oct-2016 15:54:31

Hello.
I have downloaded and installed your dev version.
But it send me the follow errors (see in image):
screen

I have send you a invitation to my dropox folder, because the app is bulky. In here you can find also the marker I have build for the app.

#25 Openspace3D » RA app for cultural heritage: problem with android » 4-Oct-2016 17:15:04

Useless
Replies: 25

Hello.
I am developing a "openspace app" on android for a museum located in Italy (Legnago, VR).
I have a couple of questions:
1) I have exported my "app" to android and tried on two devices: a) my samsung galaxy 4 tab (tablet, with lollipop 5.0) b) my smartphone, Huawei p9 lite, with marshmallow 6.0
On my tablet the app install, but do not, apparently, seems capable to activate the camera: the screen, after the title "openspace loading" remain black.
On my smartphone all functions in the right manner, but, after ten or so minutes, with the app open (anche the camera active), the app crash (the screen locks itslef). I need to reboot the system to restart correctly the app.
What could be the problem?

I have another set of question (in reality, a whole bunch of them!), but I will leave them for later...

Regards, Damiano

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