How to use new object(created in MAYA) at ImageTarget?

I've created 3D objects in MAYA. (. fbx file! // without the use of texture, color was used.) I would like to use my 3D objects instead of TEAPORT in IMAGETARGET.

import .fbx in UNITY, export to .obj(and .mtl!! UNITY generates the .obj and .mtl)

Then, I'm using PERL... .obj is converted to the .hHowever, this method does not render the object's color and light. Can't convert with .mtl..............

I want to know how i can use my objects created in Maya..

Load Dataset from Android APK Expansion Pack

Dear guys,

I'm gonna separate the dataset and all the graphic assets to external storage (SD). As you may know, Google Play supports for APK Expansion Pack wich allows you to pack your large files into a Zip package and can be downloaded separately. The problem is, when the expansion pack is downloaded in Java you can easily read the Zip file  but how can it be implemented in native codes?


// Get a ZipResourceFile representing a specific expansion file

ZipResourceFile expansionFile = new ZipResourceFile(filePathToMyZip);

// Get an input stream for a known file inside the expansion file ZIPs

InputStream fileStream = expansionFile.getInputStream(pathToFileInsideZip);



Code above shows how to read the Zip file in Java. 

  • Is it possible to load dataset from InputStream in C++?
  • Where is the best place (outside of the APK) to store the dataset files?
  • Is it possible to pass the InputStream or the dataset files from Java to native codes?


Thanks in advance Image removed.

Integrating with Eclipse

I know there's another topic about this, but it's been branched out in specific problems and it's gotten a bit confusing. I need to integrate my unity project with Eclipse, I first followed the Unity tutorial and it didn't work (manifest problems, and other things). Then I found [URL=]the other thread I mentioned[/URL], and did what ksiva said in [URL=]this post[/URL], but I always end up with an app that crashes as soon as it's opened, and in DDMS: [url][/url] I've found certain inconsistencies (for me, that I don't know much about Java) in the things 've found written, for example: In the Unity tutorial, it says to add the other project (let's call it LIB) as a library to the actual project (let's call it JAV), but then it moves the assets in LIB to JAV, isn't this redundant? I'm using Unity 3.5.0f5, I have SDKs and ADT updated. I would really appreciate (and I'm sure it would be REALLY useful for many other people to have this written down), if someone could give me more or les an outline of the process, with the key things specified (for example things that have to have a specific name, or name consistencies, etc.) This is stopping us in our project, we've been at it for a few days, any help will be appreciated. Thanks, Jennifer P.D: If I get it working I'll try and write a very user friendly guide to do it.

I have the same problem with you, whether you have obtained solving the problem? You get the same error as me .. i'm using unity 3.5 and vuforia 1.5.10

Problem with PowerVR SGX 530 GPU

Hi I have a weird issue with Motorola Defy and LG LG Optimus Black P970.(both use LG Optimus Black P970 GPU and I guess this causes my problem). I started from the FrameMarkers tutorial, I use libgdx to render a 3D model when a marker is detected and I have some buttons on top of everything. The app works well on many types of GPUs - Adreno 205, 220 and SGX 540, but on the above 2 devices the [COLOR=Red]buttons become invisible [/COLOR]. More annoying is that I can Tap on them (and the click listeners execute as normal). In the camera Activity, I am loading the layout from xml and adding a single glView(GL11) to an Framelayout (similar to the glview used in the FrameMarkersRenderer). I then use this glview to render the 3d model. I spent a lot of time on this and tried every this I could imagine, but nothing worked. Any help / idea will be really appreciated. Thank you.


Wed, 05/16/2012 - 05:57

Hi Peter, The render cycles are executed but I can't see the model. Also the video feed is distorted - is squashed(~20%) along the screen length. (Motorola Defy with Android 2.2.2). Thanks, Sorin


Thu, 05/17/2012 - 08:11

Hi, From what is saw, (on Motorola Defy 2.2.2) qcar creates another rendering view above all other views (in some cases this is set underneath the other views).

Older version links

Our ex products uses sdk 1.5.4 with and without Unity. We need their download links.

Older versions of the SDK are not available online. 1.5.4 in particular was a beta version, 1.5.9 should be used for application releases. - Kim

IceCream Sandwich on Eee Pad doesnt work

Hi, Im trying to run an app I've done with Unity3.5 and Vuforia 1.5 I tested the apk first in a Samsung Galaxy tab Honeycomb and it run well, but doesn't work with Asus Eee Pad Transformer with IceCream Sandwich. Im not sure what is the problem. Any idea? Thanks


Thu, 03/22/2012 - 14:58

To confirm, by 1.5 you mean the most current release? - if you're still working w/ the beta, try upgrading. Please post a log from your device - you can obtain this by opening Eclipse, and running your app w/ the device attached to your dev system. Log messages will appear in your LogCat window.

[QUOTE=DavidBeard]To confirm, by 1.5 you mean the most current release? - if you're still working w/ the beta, try upgrading. Please post a log from your device - you can obtain this by opening Eclipse, and running your app w/ the device attached to your dev system.

build Playvideo app with Vuforia SDK on Android

Hi,I'm learning the Vuforia SDK and Argument Reality based on android. I want to build a playvideo app, how can i use the SDK exmaples like ImageTargets to create this app? Can you give some advices? Thank you very much!

If you just want to play the video in 2D (fullscreen) in response to tracking events you should be able to find plenty of help in this forum. You'll want to call up from the native code to Java when a trackable is found, then play the video by starting a new Activity in Java.

vuforia-sdk-android-1-5-9 is not working in ICS.

Hi. I installed vuforia-sdk-android-1-5-9 windows version. When I just try to run the sample application ImageTargets and BackgroundTextureAccess on the ICS. Application could not loading. Please check the below log message. I think ImageTargets and BackgroudTextureAccess is not 1-5-9 version. It show 1.5.4 version message. Plz check this issue. Thank you. I/AR ( 2550): QCAR has been initialized successfully [COLOR=Red][B]I/AR ( 2550): QCAR SDK version 1.5.4[/B][/COLOR] D/dalvikvm( 1388): GC_FOR_ALLOC freed <1K, 32% free 12123K/17671K, paused 16ms V/PhoneStatusBar( 1289): setLightsOn(true) I/dalvikvm-heap( 1388): Grow heap (frag case) to 13.149MB for 1286224-byte allocation I/dalvikvm( 2550): JNI ERROR (app bug): accessed deleted global reference 0x1d2001f2 W/dalvikvm( 2550): JNI WARNING: 0x1d2001f2 is not a valid JNI reference W/dalvikvm( 2550): in Lcom/qualcomm/QCAR/QCAR;.progressiveInit:()I (NewGlobalRef) I/dalvikvm( 2550): "AsyncTask #1" prio=5 tid=11 RUNNABLE I/dalvikvm( 2550): | group="main" sCount=0 dsCount=0 obj=0x412fabf8 self=0xf0b7f0 I/dalvikvm( 2550): | sysTid=2564 nice=10 sched=0/0 cgrp=bg_non_interactive handle=15776832 I/dalvikvm( 2550): | schedstat=( 0 0 0 ) utm=1 stm=0 core=3 I/dalvikvm( 2550): at com.qualcomm.QCAR.QCAR.progressiveInit(Native Method) I/dalvikvm( 2550): at com.qualcomm.QCAR.QCAR.init( I/dalvikvm( 2550): at com.qualcomm.QCARSamples.BackgroundTextureAccess.BackgroundTextureAccess$InitQCARTask.doInBackground( I/dalvikvm( 2550): at com.qualcomm.QCARSamples.BackgroundTextureAccess.BackgroundTextureAccess$InitQCARTask.doInBackground( I/dalvikvm( 2550): at android.os.AsyncTask$ I/dalvikvm( 2550): at java.util.concurrent.FutureTask$Sync.innerRun( I/dalvikvm( 2550): at I/dalvikvm( 2550): at java.util.concurrent.ThreadPoolExecutor.runWorker( I/dalvikvm( 2550): at java.util.concurrent.ThreadPoolExecutor$ I/dalvikvm( 2550): at I/dalvikvm( 2550): E/dalvikvm( 2550): VM aborting F/libc ( 2550): Fatal signal 11 (SIGSEGV) at 0xdeadd00d (code=1) I/ActivityManager( 1223): Displayed com.qualcomm.QCARSamples.BackgroundTextureAccess/.BackgroundTextureAccess: +299ms D/dalvikvm( 1388): GC_FOR_ALLOC freed 1K, 25% free 13377K/17671K, paused 19ms W/InputManagerService( 1223): Starting input on non-focused client$Stub$Proxy@415cf748 (uid=10020 pid=1388) D/dalvikvm( 1388): GC_CONCURRENT freed 612K, 26% free 13251K/17671K, paused 2ms+2ms I/DEBUG ( 1115): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** I/DEBUG ( 1115): Build fingerprint: 'Android/full_smdk4x12/smdk4x12:4.0.3/IML74K/eng.charlie.20120220.171031:eng/test-keys' I/DEBUG ( 1115): pid: 2550, tid: 2564 >>> com.qualcomm.QCARSamples.BackgroundTextureAccess <<< I/DEBUG ( 1115): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadd00d I/DEBUG ( 1115): r0 00000000 r1 00dc39c8 r2 00000000 r3 00000000 I/DEBUG ( 1115): r4 deadd00d r5 408dac58 r6 0000020c r7 5003dea4 I/DEBUG ( 1115): r8 408b6f23 r9 408b67bf 10 408b6f2f fp 408b70ce I/DEBUG ( 1115): ip 00000000 sp 507ef850 lr 4087394f pc 4087394e cpsr 60000030 I/DEBUG ( 1115): d0 3f7aaaab3f800000 d1 4434200043160000 I/DEBUG ( 1115): d2 0000000000000000 d3 000000003f000000 I/DEBUG ( 1115): d4 3f00000000000000 d5 000000003fc00000 I/DEBUG ( 1115): d6 3fc000003f2aaaab d7 408000003f800000 I/DEBUG ( 1115): d8 0000000000000000 d9 0000000000000000 I/DEBUG ( 1115): d10 0000000000000000 d11 0000000000000000 I/DEBUG ( 1115): d12 0000000000000000 d13 0000000000000000 I/DEBUG ( 1115): d14 0000000000000000 d15 0000000000000000 I/DEBUG ( 1115): d16 0000000000000001 d17 0000000000000000 I/DEBUG ( 1115): d18 0000000000000000 d19 0000000000000000 I/DEBUG ( 1115): d20 3fe5555555555555 d21 8000000000000000 I/DEBUG ( 1115): d22 0000000000000000 d23 0000000000000000 I/DEBUG ( 1115): d24 0000000000000000 d25 3ff0000000000000 I/DEBUG ( 1115): d26 0000000000000000 d27 3ff0000000000000 I/DEBUG ( 1115): d28 0000000000000000 d29 3ff8000000000000 I/DEBUG ( 1115): d30 0000000000000000 d31 3fe5555555555555 I/DEBUG ( 1115): scr 60000012

Yes, I changed QCAR_SDK_ROOT to point to 1.5.9. But still can not execute the ImageTargets and BackgroudTextureAccess sample applications in ICS. This two sample applications are showing the old version ICON, when I installed at the ICS.

renaming my virtual buttons app

i tried renaming my virtualbuttons app using the solution suggested above, but the app forces close when run on the emulator, and also when i go into the bin folder after running the app to deploy the apk file into my device, i find that 2 apk files are made, one named as ARdemo.apk which is the new name that i wanted and along with it the original VirtualButtons.apk. is there any solution to my problem??? i want my project to be named as ARdemo plzzz help :(

virtual button problems

hi everyone :) im working on a project using the virtual buttons sample app on eclipse the problems that i face are 1. the project requires 20 virtual buttons. i have added 11 buttons and also invoked actions corresponding to each of the button. now when i add the 12th button, the outline of the 1st button drawn from the xml file is distorted really out of shape. could it be the limit of the sdk that only 11 buttons could be added?? or is there any solution 2. the second problem that i face is that i want to rename the app so that i can name it according to my requirmnts. can anyone help me plz :( :( :(

We'll look into the issue with many virtual buttons ASAP. There shouldn't be a limit. As for renaming the app, here are some steps: To rename the package, right-click on the package (e.g. src/com.qualcomm.QCARSamples.VirtualButtons) in the Package Explorer and choose Refactor > Rename.

Ah, I think I see the problem. Try swapping out these lines in the renderFrame method: [CODE] GLfloat vbVertices[96]; unsigned char vbCounter=0; [/CODE] with these: [CODE] GLfloat vbVertices[24*target->getNumVirtualButtons()]; unsigned int vbCounter=0; [/CODE] Note the change from char to int.