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Author: RafaelFajardo
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Tommy joins the collaborative
Tommy Hoffmann officially joins the collaborative today. Roll Call: Andre Blyth Esteban Fajardo Teri Galvez Tommy Hoffmann Ben Lehr Rafael Fajardo Read more →
Unity – Using live links to proprietary 3D file formats
Proprietary 3D application files Unity can also import, through conversion: Max, Maya, Blender, Cinema4D, Modo, Lightwave & Cheetah3D files, e.g. .MAX, .MB, .MA etc. Advantages: Quick iteration process (save the source file and Unity reimports) Simple initially Disadvantages: A licensed copy of that software must be installed on all machines using the Unity project Files can become bloated with unnecessary… Read more →
Unity – Asset Workflow
Create Rough Asset Use any supported 3D modeling package to create a rough version of your asset. Our example will use Maya. Work with the asset until you are ready to save. For a list of applications that are supported by Unity, please see this page. http://docs.unity3d.com/Documentation/Manual/HOWTO-importObject.html Import When you save your asset initially, you should save it normally to… Read more →
Microsoft Is Teaching Kinect to Understand Sign Language [VIDEO]
Microsoft Is Teaching Kinect to Understand Sign Language via Mashable. Microsoft researchers are working on ways to use the Kinect’s body-reading capabilities to understand sign language inputs. Microsoft Research Asia and the Chinese Academy of Sciences’ Institute of Computing Technology has collaborated to use the Kinect to help with computer sign-language recognition. As shown in the video above, they’ve demonstrated… Read more →
Unity – Modeling Characters for Optimal Performance
Modeling Characters for Optimal Performance Below are some tips for designing character models to give optimal rendering speed. Use a Single Skinned Mesh Renderer You should use only a single skinned mesh renderer for each character. Unity optimizes animation using visibility culling and bounding volume updates and these optimizations are only activated if you use one animation component and one… Read more →
3D Modeler Overview for Unity3D
Modeling Maya and Unity have a 1:1 scale ratio, which is in Meters. A 1x1x1 meter cube in Maya is equal to a 1x1x1 cube in Unity. However, Unity imports models at a 0.01 scale. Import Scale can be changed in the Import Settings in the Inspector. Try to keep the model’s polygon count under 6000 triangles (see Figure 1)… Read more →
How Retail Stores Track You Using Your Smartphone (and How to Stop It)
The New York Times broke the story earlier this week that a number of retail stores are either experimenting with or actively using technology that uses your phone’s Wi-Fi to track your movements around the store. We’re not talking about location within a few meters either—we’re talking about exact location. via How Retail Stores Track You Using Your Smartphone (and… Read more →
Aspect Ratio
It appears as though ZigFu + Unity + Kinect requires a 640 x 480 aspect ratio. This is a small bit of knowledge that might get lost. OpenTSPS doesn’t seem to have made Andre mess with aspect ratios Read more →