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One frame marker for multiple 3d models

August 29, 2012 - 7:25am #1

Hi there,

the aim is to have 3 buttons on the bottom of the screen. Upon tapping on them the 3d model displayed on the marker will disappear and another will take its place. I'm just wondering if this is possible and would anyone be able to point me in the right direction?

One frame marker for multiple 3d models

August 30, 2012 - 9:50am #6

Glad to be of help :)

N

One frame marker for multiple 3d models

August 30, 2012 - 8:10am #5

Excellent, I managed to achieve everything through the Unity scripts. Cheers for the help.

Dave

One frame marker for multiple 3d models

August 30, 2012 - 3:15am #4

You could use separate markers, or you could use a single one - it all depends on what you are trying to achieve.

"then in xcode, would I be able to enable and disable the markers"

No - once you are working in Unity, stay in Unity.  Anything you want to do should be achieveable via scripting.

Check out the SDK and Dev guide for Unity, go through the samples and you'll see how easy it is to build and extend in Unity.

N

 

One frame marker for multiple 3d models

August 29, 2012 - 9:29am #3

Yes that is correct.

Sorry I should have clarified, I am using unity to augment the models with markers. Currently I have 3 models each with their own seperate marker. Would it be a case of placing all the models on one single marker, or instead setting all 3 marker Ids to be the same?

If I went down the root of 3 markers with the same Id, then in xcode, would I be able to enable and disable the markers based on some other property?

Cheers,

Dave

One frame marker for multiple 3d models

August 29, 2012 - 8:02am #2

Hi dt,

This sounds pretty straightforward.  

So basically you want a tracker (ImageTarget or FrameMarker) augmented with a 3D model once it has been identified.  Then the ability to change the model after touching a button on the GUI right?

Can I ask how far you have got with the SDK and samples?  If you have yet to start, ImageTargets is a good starting point.  You can extend this by adding more teapots with different textures and then overlay it with a view controller which contains the buttons (see the OverlayView controller which switches datasets).  Where it may get complicated is when you want to put your own 3D models instead of a teapot as you may need to oiutput the models in .h format - which is why we generally recommend Unity for ease of augmentation.

HTH

N

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