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Disable rotation according to the marker

September 24, 2015 - 9:33am #1

I can disable the automatic rotation of 3D objects based on the marker? Trying to force the rotating objects, these "vibrate" conspicuously, I assume because these objects still try to follow the rotation recovered from marker

Disable rotation according to the marker

February 23, 2019 - 9:49pm #8

Hi,

I want to disable/stop rotation of DefaultPlaneIndicator when I am rotating camera.

Issue:

When I rotate camera the DefaultPlaneIndicator of Vuforia rotates and my object rotation also changes and this is not expected.

 

 

Disable rotation according to the marker

December 1, 2015 - 6:19pm #7

Using the ImageTargets sample app, add a cube to the scene and scale it up so that it's about same size as teapot (don't parent cube to ImageTarget). Then add the following script to the cube:

using UnityEngine;
using System.Collections;

using Vuforia;

public class FreeCube : MonoBehaviour
{

	private ImageTargetBehaviour itb_stones;

	// Use this for initialization
	void Start()
	{
		itb_stones = GameObject.Find("ImageTargetStones").GetComponent<ImageTargetBehaviour>();
	}
	
	// Update is called once per frame
	void Update()
	{
		if (itb_stones != null) {
			Vector3 v3 = new Vector3(itb_stones.transform.position.x, itb_stones.transform.position.y, itb_stones.transform.position.z);
			transform.position = v3;
		}
	}
}

 

Disable rotation according to the marker

November 26, 2015 - 5:11pm #6

Hi, 

I want the gameobject to be tracked in position, and be oriented perpendicular to camera, always.

The sentence that I am trying to solve the problem is like:

this.gameObject.transform.LookAt(Camera.main.transform.position, Vector3.zero);

This sentence doesn´t work at all, my vuforia/unity experience isn´t too much... I know that if set 90 degrees euler in reference to the camera will work. I used to use other augmented reality software and worked nice and easy.

Please give me an advice about this, thanks in advanced.

Disable rotation according to the marker

November 24, 2015 - 9:19am #5

dm3d wrote:

The Trackable's rotation is controlled by Vuforia. Any augmentations parented to the Trackable will move according to its parent relationship. You can rotate and position the augmentation within it's own local space, however.

 

You can not in any way to keep only active tracking of the position, inhibiting only rotation?

Disable rotation according to the marker

November 23, 2015 - 6:19pm #4

The Trackable's rotation is controlled by Vuforia. Any augmentations parented to the Trackable will move according to its parent relationship. You can rotate and position the augmentation within it's own local space, however.

Disable rotation according to the marker

November 16, 2015 - 9:55am #3

dm3d wrote:

The vibration may be due to large amounts of small text in your targets. Paragraphs of text are not ideal for stable tracking.

https://developer.vuforia.com/library/articles/Best_Practices/Recommendations-for-Improving-Target-Detection-and-Tracking-Stability

 

 

No, maybe I did not explain well. My desire is to disable the rotation of the object according to the marker, the problem of vibration I have it only when I try to "force" the rotation of the marker, therefore I think it is a problem related to the two forces that require a different spin. Basically you can disable somehow the rotation of the object according to the marker and exploit the latter for the position?

Disable rotation according to the marker

September 28, 2015 - 4:23pm #2

The vibration may be due to large amounts of small text in your targets. Paragraphs of text are not ideal for stable tracking.

https://developer.vuforia.com/library/articles/Best_Practices/Recommendations-for-Improving-Target-Detection-and-Tracking-Stability

 

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