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Paul Hayes edited this page May 11, 2015 · 1 revision

AR-rigging

A look at the workflow for early stage Augmented Reality experiments using Mixamo, Unity, and the Vuforia Toolkit.

Video of first example test can be downloaded here:

https://www.dropbox.com/s/2iimtorsgwvh3hn/flip_usb_cam.mov?dl=0

Preparing git following this guide

http://stackoverflow.com/questions/21573405/how-to-prepare-a-unity-project-for-git

Workflow to Date

=> 3D scan

=> (Skanect) Export as OBJ with texture UV - currently using about 400k polygons - need to see how low this can go.

=> Zip the folder with .obj, .png, and .mtl files

=> Upload zip file containing above assets to Mixamo

=> Rig using Mixamo software (follow simple step by step)

=> Download .fbx for Unity

=> Import into Unity (This example uses Unity version 4.6.2f1)

=> If the textures look weird it is probably the lighting. In Unity I clicked on the character then set the shader to Unlit/Texture to fix the patchy look

To set up a new Marker in Vuforia

Log in to Vuforia Target Manager https://developer.vuforia.com/target-manager

Got to database called artree

Either 'add target' or use existing one

Click on 'Download Database'

Select 'Unity' as your development platform and click 'Download'

File comes down as a Unity package.

Then basically you can follow this guide: http://www.dannygoodayle.com/2013/03/01/making-your-first-project-with-unity-and-augmented-reality/

To use the motion packs from Unity follow this guide:

https://community.mixamo.com/hc/en-us/articles/203738103-Tutorial-Mixamo-and-Unity-Motion-Packs

Access:

Email me for Vuforia and Mixamo passwords.

Notes:

Aims for ideal workflow will be added in Wiki

Clone this wiki locally