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Customizing 3D model into java class

February 15, 2014 - 1:29am #1
Greetings Everyone,
 
I am developing an application in the android platform and I have some questions here which I am in doubt and would appreciate some help with them.
In the past the h file was used as the 3D objects to be rendered, and the current version of vuforia is using pure java where the 3D objects are known as the java class files, so, may I know what software were used to generate the 3D models that were created in the java class like the " teapot / QCAR " alphabets as I am now trying to create my own customized alphabets from A to Z . 
 
Do I need "Unity"  to generate the 3D model in the java class? Or is it some other sofeware like Blender ? If so, can Blender be used to generate the java class? For as far as I know, Blender can be exported into files like .dae, .ply, .3ds, .stl, .obj, n .x3d . So I would appreciate it very much if someone can please let me have some idea on this matter.
 
Thank you very much.

Customizing 3D model into java class

June 16, 2014 - 12:27am #8

so i was wondering if Vuforia provides a way to load the models before to start the AR

Loading the models is not part of the Vuforia SDK API;   this is simply something that you handle at application logic; so, yes, certainly you could load the arrays before the start of the AR, however, the actual implementation up to you.

One thing you may also want to consider, maybe, is to load and fill the vertex arrays asyncnhronously, for instance using an AsyncTask, andthen use them when they are ready... 

 

 

Customizing 3D model into java class

June 15, 2014 - 11:01am #7

hi Alexandro i have tried and it works perfectly but now my problem is that i have to load 21 differents models in my projects which takes about 3 minutes on a quadcore phone and 6 mins on a dual core phone. so i was wondering if Vuforia provides a way to load the models before to start the AR for example when the splash screen start ? i am using the Image Target sample app as template.

Customizing 3D model into java class

May 29, 2014 - 6:12am #6

You need to build a Java array and fill it in dynamically from the coordinates that your code will read from some text file, so that you don't hit the 65000 limit... that's about Java programming..

 

Customizing 3D model into java class

May 29, 2014 - 1:40am #5

hi alexandro i have tried to follow your logic to move from .h to .java file but when i copy the coordonates i get this message :  

The code of method setVerts is exceeding the 65535 bytes limit

can you please help me?

Customizing 3D model into java class

February 17, 2014 - 2:50am #4

UIsually one way of going about the 3D models generation process is to use some popular 3D modeling software (like Blender, Maya or 3DS, to name a few) and export the models to OBJ format,  or, if possible, to a .h file. For example Blender has plugins to support both these formats.

Once you have the models in OBJ or .h format,  the next step is to read those files (which are just text files) and interpret / parse them.

We have used some internal piece of software to do that, but we cannot offer these as public tools.

One thing you can do is to ask Vuforia to provide tools for 3D authoring via our Wish List, so that we may consider the request for a future release:

https://developer.vuforia.com/forum/general-discussion/wish-list

 

Customizing 3D model into java class

February 16, 2014 - 7:24am #3

Hi,

Thank you very much for the reply, and may I ask how did vuforia do the 3D models in java classes like the alphabet A,C,R and Q sample given in the FrameMarker which is in pure java? I shall be very grateful if you can teach me how to do it or give me some hints/guidelines as to how to implement the 3D model in java class. Thank you so very much.

 

Thank you.

Customizing 3D model into java class

February 16, 2014 - 5:07am #2

I am not aware of a specific tool for generating the Java equivalent of the .h files for the 3D models. 

One simple way of converting a .h file to a Java data structure would be to read the .h file with a simple text reader (that you could implement in Java) and extract the vertex arrays and then build a correspoding Java structure, or to produce another text file in a different format that you can read from your Java code.

Also, you don't need Unity to do this kind of operations.

Nevertheless, if you are having issues with 3D models, you may want to consider developing your full App in Unity, as this could save you a lot of time when it comes to handling 3D models in various formats.

 

 

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