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	<title>The Akta&#039;s Way</title>
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	<link>http://www.aktasway.com/blog</link>
	<description>a rainbow of creativity.</description>
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		<title>GlobeKit for Unity released! Google Maps at Unity hand</title>
		<link>http://www.aktasway.com/blog/globekit-for-unity-released-gmaps-at-unity-hand/</link>
		<comments>http://www.aktasway.com/blog/globekit-for-unity-released-gmaps-at-unity-hand/#comments</comments>
		<pubDate>Sun, 20 Nov 2011 20:25:05 +0000</pubDate>
		<dc:creator>akta</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.aktasway.com/blog/?p=154</guid>
		<description><![CDATA[UPDATE: GlobeKit v1.2 is under approval by the Asset Store. It contains important bugfixes related to landmarks and a bunch of other map features! &#160; Hi everybody After few weeks of night time work I&#8217;m happy to announce the release of GlobeKit, an all-in-one solution that provides you full access to the iOS MapKit framework&#8230;]]></description>
			<content:encoded><![CDATA[<p><strong>UPDATE: GlobeKit v1.2 is under approval by the Asset Store. It contains important bugfixes related to landmarks and a bunch of other map features!</strong></p>
<hr />
<p>&nbsp;</p>
<p>Hi everybody <img src='http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>After few weeks of night time work I&#8217;m happy to announce the release of GlobeKit, an all-in-one solution that provides you full access to the iOS MapKit framework (using Google Maps) for your games!<br />
I strongly believe that location based gaming is gonna get bigger and bigger in the next future, it&#8217;s just a matter of finding the killer formula for it. All the newer devices are equipped with GPS, so the user base for it is huge and that&#8217;s why I decided to create this plugin which was completely missing for Unity (please correct me if I&#8217;m wrong, but I couldn&#8217;t find anything at all so far). <img src='http://www.aktasway.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, let&#8217;s go to the facts, what can you do with GlobeKit?</p>
<p>- <strong>Create</strong> Map Views inside your Unity game in a fully customizable way (position, rotation, size, map type, zoom..)</p>
<p>- <strong>Travel</strong> instantly with one call either to the user location or a specified one.</p>
<p>- Create your custom <strong>landmarks</strong> on the map and have full control over them.</p>
<p>- <strong>Draw</strong> as many layers of geometry as you want on top it, thanks to the draw API subset.</p>
<p>- Full access to reverse <strong>geocoding</strong>. Do you want to know at which address your user is? Now you can with just one call!</p>
<p>- <strong>Map to textures</strong> and direct geocoding.</p>
<p>Using this plugin is really straightforward, it&#8217;s just a matter of one method call to get each of those features, making the integration seamless with your games. <img src='http://www.aktasway.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><span style="color: #ff8c00;"><a href="http://www.aktasway.com/blog/?page_id=98" target="_blank">Please find all the other informations here.</a></span></p>
<p><a href="http://u3d.as/content/akta-labs/globe-kit/2ut">This plugin is available on the Asset Store</a> with a promotional launch price of 35$!<br />
The Android version will come in the beginning of the next year for free to all of those who will buy the plugin within the first two weeks from its launch, so you&#8217;ll better get it before the price goes up (standard average plugin price ~ 50$).</p>
<p>Despite the outcome of the sales, I must say that I&#8217;ve really enjoyed working with it and that I&#8217;m gonna use it myself a lot.<br />
Thanks for your attention and I hope to get a nice feedback from you <img src='http://www.aktasway.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>- Marco</p>
]]></content:encoded>
			<wfw:commentRss>http://www.aktasway.com/blog/globekit-for-unity-released-gmaps-at-unity-hand/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<item>
		<title>Exit</title>
		<link>http://www.aktasway.com/blog/hello-world/</link>
		<comments>http://www.aktasway.com/blog/hello-world/#comments</comments>
		<pubDate>Fri, 22 Jul 2011 10:21:33 +0000</pubDate>
		<dc:creator>akta</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.aktasway.com/blog/?p=1</guid>
		<description><![CDATA[This is my last artwork, made in C4D on a lazy weekend. I’m gonna post soon some cool stuff I’ve been doing with Unity recently, with a sort of tutorial attached to it. For now enjoy this!]]></description>
			<content:encoded><![CDATA[
<p>This is my last artwork, made in C4D on a lazy weekend. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"><br />
I’m gonna post soon some cool stuff I’ve been doing with Unity recently, with a sort of tutorial attached to it.</p>
<p>For now enjoy this!<br />
<a href="http://www.aktasway.com/blog/wp-content/uploads/2011/03/Exit.jpg"><img class="aligncenter size-medium wp-image-259" title="Exit" src="http://www.aktasway.com/blog/wp-content/uploads/2011/03/Exit-300x189.jpg" alt="" width="300" height="189"></a></p>
<p>							<br class="clear"></p>
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			<wfw:commentRss>http://www.aktasway.com/blog/hello-world/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>LiveMesh! 2.0 &#8211; Teaser</title>
		<link>http://www.aktasway.com/blog/livemesh-2-0-teaser/</link>
		<comments>http://www.aktasway.com/blog/livemesh-2-0-teaser/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 10:49:42 +0000</pubDate>
		<dc:creator>akta</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.aktasway.com/blog/?p=24</guid>
		<description><![CDATA[Hey guys! Just a small teaser for all of you Since over 2500 of you have downloaded LiveMesh! 1.0, that really motivated me to proceed fast with the development of version 2 . Right now I’m working on UV data from the OBJ file into OpenGL, the results so far are really promising, check the&#8230;]]></description>
			<content:encoded><![CDATA[<p>Hey guys!</p>
<p>Just a small teaser for all of you <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>Since over 2500 of you have downloaded LiveMesh! 1.0, that really motivated me to proceed fast with the development of version 2 <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> . Right now I’m working on UV data from the OBJ file into OpenGL, the results so far are really promising, check the video! After UV mapping will be done I’m planning to create an interface for the application where you can customize the params in real time (transform data, marker, objects, lights etc..) and finally I got a great idea on how to export animation data in a fast and easy way, no pain at all for you people! However it’s still an idea, I can’t tell how much will work until I start implementing it <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_razz.gif" alt=":P" class="wp-smiley"> </p>
<p>Enjoy the video and stay tuned for the next updates <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley"> </p>
<p>Akta<br />
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<p>							<br class="clear"></p>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Blender and OpenCV</title>
		<link>http://www.aktasway.com/blog/blender-and-opencv/</link>
		<comments>http://www.aktasway.com/blog/blender-and-opencv/#comments</comments>
		<pubDate>Wed, 09 Dec 2009 10:51:08 +0000</pubDate>
		<dc:creator>akta</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.aktasway.com/blog/?p=26</guid>
		<description><![CDATA[Hi! I managed to have some good working interaction between OpenCV and Blender to do face tracking, using a simple webcam, in order to control a camera in the BGE. For those who don’t know what is OpenCV, they will find the answers here. OpenCV is a really powerful library for real-time image processing, so&#8230;]]></description>
			<content:encoded><![CDATA[<p>Hi!</p>
<p>I managed to have some good working interaction between OpenCV and Blender to do face tracking, using a simple webcam, in order to control a camera in the BGE. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>For those who don’t know what is OpenCV, they will find the answers <a href="http://opencv.willowgarage.com/wiki/" target="_blank">here</a>. OpenCV is a really powerful library for real-time image processing, so I strongly recommend you people interested in that to have a look at it!</p>
<p>Anyway how does it work this system I developed? There are basically two components:</p>
<ul>
<li>The face tracker</li>
<li>The real-time BGE camera tracking</li>
</ul>
<p>The face tracker gets frames from the webcam and for each frame checks if there are faces in the image using the pattern file “haarcascade_frontalface_alt.xml”, where the shape is defined by a set of coordinates (a lot as you can see yourself if you open the file!) which defines face’s pattern. Beware that multiple faces can be detected, but if you are using my example they won’t work, you must use just one face. Once the bounding box of the face is found, its center and area is calculated. CenterX and CenterY are used to control the camera position on the X and Z axis, while the area is the Y, so the bigger the closer the camera gets to the center of the scene (a cube). In the .blend file the area is not used because I’m still doing some experiments to get the best usage of that value, but you can try it yourself, just play with it. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>The face tracking works really well in almost every light condition, but I recommend to have a plain light and a good color difference between you and the background. I haven’t made yet any screen recording to show you how it works, if somebody wants to do that in the meanwhile and send me the link of the video, I’ll put it in this post. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>Note: this example works on Linux/OSX/Windows platforms as long as the webcam is supported by OpenCV. Mine wasn’t so I had to use VideoCapture module for windows. If you are going to run it in OSX/Linux, change the part of code regarding the webcam device initialization and image capture using the OpenCV methods instead of VideoCapture ones and you are ready to go! Basically you just need a PIL image format value that can be passed computed by OpenCV.</p>
<p>You can find both sources and a win32 build that doesn’t need anything installed on your machine, just run it! The python script needs OpenCV installed. Once you install it you will find in the folder a Python26 subfolder with libs and DLLs. Copy them in your Python folder and that’s all, those are the python wrappers for OpenCV.</p>
<p><a href="http://www.aktasway.com/files/BlendCV_win32.zip">- Download BlendCV win32 binary</a></p>
<p><a href="http://www.aktasway.com/files/BlendCV_src.zip">- Download BlendCV sources</a></p>
<p>Akta</p>
<p><img id="myFxSearchImg" style="border: medium none; position: absolute; z-index: 2147483647; opacity: 0.6; display: none;" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHTogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnrJ+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwazh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRVbQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VBRzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fkPPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lKTWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAunRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeLLZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WRawIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHumqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlHYA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHngeOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYOPEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D" alt="" width="24" height="24"></p>
<p>							<br class="clear"></p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Blender++ 1.2 released!</title>
		<link>http://www.aktasway.com/blog/blender-1-2-released/</link>
		<comments>http://www.aktasway.com/blog/blender-1-2-released/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 11:01:47 +0000</pubDate>
		<dc:creator>akta</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.aktasway.com/blog/?p=33</guid>
		<description><![CDATA[Hi! I’m proud to announce you that Blender++ v. 1.2, the batch renderer for Blender, has been released today! Blender++ 1.2 If you don’t know what is Blender++, please check it out here! What is new in Blender++ 1.2: - Queue support: now you can submit queues to Blender++ in a special .que file format.&#8230;]]></description>
			<content:encoded><![CDATA[<p>Hi!</p>
<p>I’m proud to announce you that Blender++ v. 1.2, the batch renderer for Blender, has been released today! <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<div id="attachment_116" class="wp-caption aligncenter" style="width: 410px"><a href="http://www.aktasway.com/blog/wp-content/uploads/2009/12/blender_plus_12.png"><img class="size-full wp-image-116" title="blender_plus_12" src="http://www.aktasway.com/blog/wp-content/uploads/2009/12/blender_plus_12.png" alt="Blender++ 1.2" width="400" height="498"></a>
<p class="wp-caption-text">Blender++ 1.2</p>
</div>
<p>If you don’t know what is Blender++, please check it out <a href="http://www.aktasway.com/blog/?p=98" target="_blank">here</a>!</p>
<p>What is new in Blender++ 1.2:</p>
<p>- Queue support: now you can submit queues to Blender++ in a special .que file format. Check it in the Blender++ folder to see how is it done!</p>
<p>- Command line: you can now use Blender++ without opening the GUI at all! This means that if you can remotely access to your machine (i.e. with Putty) you can just start your renders using the following sintax:</p>
<ul>
<li>queue render: brend95.exe queue_file q 1 t app_folder</li>
<li>single frame render: brend95.exe blend_file f frame_number t app_folder</li>
<li>animation render: brend95.exe blend_file a start_frame end_frame t app_folder</li>
</ul>
<p>Where t is number of threads you want to use (remember that Blender uses from 1 to 8 maximum threads) and app_folder is the path to the blender.exe file. Moreover if you are using the OSX or Linux version just change brend95.exe with “python brend95.py”</p>
<p>- Baked data support: fluids and soft-bodies/cloth baked data is rendered as long as it’s pre-baked in Blender before launching Blender++.</p>
<p>- Threads support: you can decide how many threads Blender will use to render your blend file or queue (max. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_cool.gif" alt="8)" class="wp-smiley"> </p>
<p>- Bug fixes</p>
<p>If you find some bug please report it to me and I’ll be happy to help you out providing a patch <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>You can download Blender++ 1.2 from <a href="http://sourceforge.net/projects/blenderplusplus/" target="_blank">sourceforge</a>.</p>
<p>Akta</p>
<p><img id="myFxSearchImg" style="border: medium none; position: absolute; z-index: 2147483647; opacity: 0.6; display: none;" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAADsElEQVR4nK2VTW9VVRSGn33OPgWpYLARbKWhQlCHTogoSkjEkQwclEQcNJEwlfgD/AM6NBo1xjhx5LyJ0cYEDHGkJqhtBGKUpm3SFii3vb2956wPB/t+9raEgSs52fuus89613rftdcNH8/c9q9++oe/Vzb5P+3McyNcfm2CcPj9af9w6gwjTwzvethx3Bx3x8xwd1wNM8dMcTNUHTfFLPnX6nVmZpeIYwf3cWD/PhbrvlPkblAzVFurKS6GmmGqqComaS+qmBoTI0Ncu3mXuGvWnrJ+ZSxweDgnkHf8ndVTdbiT3M7cQp2Z31dRTecHAfqydp4ejhwazh6Zezfnu98E1WIQwB3crEuJ2Y45PBTAQUVR9X4At66AppoEVO1Q8sgAOKJJjw6Am6OquDmvHskZ3R87gW+vlHz98zpmiqphkkRVbQtsfPTOC30lJKFbFTgp83bWh7Zx/uX1B6w3hI3NkkZTqEpBRDBRzG2AQHcwcYwEkOGkTERREbLQ/8HxJwuW7zdYrzfZ2iopy4qqEspKaDYravVm33k1R91Q69FA1VBRzFIVvXbx5AgXT44A8MWP81yfu0utIR2aVK3vfCnGrcUNxp8a7gKYKiLCvY2SUvo/aNtnM3e49ucK9S3p0aDdaT0UAVsKi2tVi6IWwNL9JvdqTdihaz79/l+u/rHMxmaJVMLkS2OoKKLWacdeE3IsSxctc2D5Qcl6vUlVVgNt+fkPPcFFmTw1xruvT7SCd7nuVhDQvECzJH90h0azRKoKFRkAmP5lKTWAGRdefoZL554FQNUxB92WvYeA5UN4PtSqwB2phKqsqMpBgAunRhFR3j49zuU3jnX8k6fHEQKXzh1jbmGDuYU6s4t1rt6socUeLLZHhYO2AHSHmzt19ihTZ48O8Hzl/AmunD/BjTvrvPfNX3hWsNpwJCvwYm+ngug4UilSCSq6k8YPtxDwfA+WRawIWFbgscDiULcCEaWqBFOlrLazurupOSHLqGnEKJAY8TwBEHumqUirAjNm52vEPPRV4p01XXMPAQhUBjcWm9QZwijwokgAeYHlHYA06KR1cT6ZvoV56pDUJQEjw0KeaMgj1hPEY4vz2A4eW0/e1qA7KtQdsxTYAG0H3iG4xyK1Y+xm7XmEPOJZDiENzLi2WZHngeOjj2Pe+sMg4GRYyLAsx7ME4FnsyTD9pr0PEc8zPGRAwKXBkYOPEd96cZRvf11g9MDe7e3R4Z4Q+vyEnn3P4t0XzK/W+ODN5/kPfRLewAJVEQ0AAAAASUVORK5CYII%3D" alt="" width="24" height="24"></p>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Blender Conference 2009 – Immersive Worlds</title>
		<link>http://www.aktasway.com/blog/blender-conference-2009-%e2%80%93-immersive-worlds/</link>
		<comments>http://www.aktasway.com/blog/blender-conference-2009-%e2%80%93-immersive-worlds/#comments</comments>
		<pubDate>Fri, 27 Nov 2009 11:16:32 +0000</pubDate>
		<dc:creator>akta</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.aktasway.com/blog/?p=35</guid>
		<description><![CDATA[Hi! Just a quick post, I spent the whole week-end trying to rip the video about my talk in Amsterdam during the BC 2009 available on the De Balie website ( http://debalie.nl ). So here it is the presentation, hope you enjoy it! Akta]]></description>
			<content:encoded><![CDATA[<p>Hi! <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>Just a quick post, I spent the whole week-end trying to rip the video about my talk in Amsterdam during the BC 2009 available on the De Balie website ( http://debalie.nl ). So here it is the presentation, hope you enjoy it!</p>
<p>Akta</p>
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		<title>Endorphin and Blender</title>
		<link>http://www.aktasway.com/blog/endorphin-and-blender/</link>
		<comments>http://www.aktasway.com/blog/endorphin-and-blender/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 11:16:32 +0000</pubDate>
		<dc:creator>akta</dc:creator>
		
		<guid isPermaLink="false">http://www.aktasway.com/blog/?page_id=37</guid>
		<description><![CDATA[Hi guys! I’ve not been that active lately because I’m&#160; really busy with work, personal stuff and the Blender Conference (oh yeah, I got my talk accepted and I’ll be there presenting it! ). Today I’m gonna talk about Endorphin and how to import BVH data from it in Blender. Browsing the web I noticed&#8230;]]></description>
			<content:encoded><![CDATA[
<p>Hi guys!</p>
<p>I’ve not been that active lately because I’m&nbsp; really busy with work, personal stuff and the Blender Conference (oh yeah, I got my talk accepted and I’ll be there presenting it! <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  ). Today I’m gonna talk about Endorphin and how to import BVH data from it in Blender. Browsing the web I noticed that there are not so many useful info about the workflow, actually I found just a couple of posts on blenderartists.org where somebody had problem with BVH data exported from Endorphin, but nothing more..</p>
<p>Well basically I had the same big problem with which I’ve been playing around the whole weekend. If you export the animation from Endorphin as BVH and import it in Blender, you will notice how the animation plays smoothly and everything looks in place. But if you try to check the rest pose of the armature, you will find out that is a weird pose, actually nonsense. This implies that parenting it to a mesh will give you an non-sense output as well, nor vertex painting will work! Don’t be desperate! Actually there is an easy way to go around it <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>First step: create your simulation in Endorphin, then export it as BVH</p>
<p>Second step: open Blender, import your BVH file as Empties, not as Armature! Now you will have plenty of empties flying around your 3D view when playing the animation. Now there are two things you can do before importing your character: you can either clean up the empties leaving only the very essential ones that will be used in the IK constrains in your armature or you can leave as they are. This would give a better resolution if your armature has a lot of bones. Personally 10-15 empties were enough for me <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley"> </p>
<p>Third step: import your character! You need to position it as more precise as possible to the empties. This means that joints and empties have to be in the same place otherwise the animation will not be so nice to see <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  First add two constrains to the armature root, which is usually in the hip. One IK solver and one copy location. Both to the empty which represents the hip in the simulation imported from endorphin. After that for each couple (bone, empty) add just an IK solver to the bone which has as a target the right empty generated from the BVH. Don’t use the tail! And chain length in some parts has to be changed to 1, lower legs and forearms for example, but you need to know something about rigging to do this. I have no time to explain it here right now <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p>Fourth step: tweak and enjoy the final result!</p>
<p>Hope this helped, I’m actually really happy about results I’m getting right now. Oh and I forgot to mention that since all the other contrains, especially IK solvers, were taken in account in the endorphine simulation (for instance knees etc..) you can clear them from the character’s armature.</p>
<p><a href="http://www.aktasway.com/blend/astro_bvh_success.blend">Here you have the blend file from a quick experiment I made (15 minutes)</a><br />
<a href="http://www.aktasway.com/blog/wp-content/uploads/2009/09/0002_0182.avi">Endorphin Blender test</a><br />
Here it is another experiment I made<br />
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<p>Marco</p>
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		<title>Object and laser tracking in Blender</title>
		<link>http://www.aktasway.com/blog/object-and-laser-tracking-in-blender/</link>
		<comments>http://www.aktasway.com/blog/object-and-laser-tracking-in-blender/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 11:17:37 +0000</pubDate>
		<dc:creator>akta</dc:creator>
		
		<guid isPermaLink="false">http://www.aktasway.com/blog/?page_id=39</guid>
		<description><![CDATA[Hi! Before being on holidays I wanted to complete this other personal project using my favourite two toys: Python and Blender Today I’ll show you how to get with cheap technology such as a webcam, a pen and a laser, cool things like object tracking in the BGE. Of course when you don’t have enough&#8230;]]></description>
			<content:encoded><![CDATA[
<p>Hi!<br />
Before being on holidays I wanted to complete this other personal project using my favourite two toys: Python and Blender <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"><br />
Today I’ll show you how to get with cheap technology such as a webcam, a pen and a laser, cool things like object tracking in the BGE. Of course when you don’t have enough money to buy awesome (and really expensive..) hardware, then you go with software solutions.<br />
First of all, what’s object tracking? For those who don’t know it yet, it’s a “is the process of locating a moving object (or several ones) in time using a camera. An algorithm analyses the video frames and outputs the location of moving targets within the video frame.” (from Wikipedia) So basically, it’s like the computer is able to see and detect moving objects. There are many approaches to this, I used laser lights and color-tracking. Somehow color-tracking is simpler, but my plan is of course to do full motion tracking in the future. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  Unfortunately I couldn’t use OpenCV because my webcam was not supported, so I used Videocapture to get PIL data from the webcam, Python Imaging Library (PIL) to handle the matrix and sockets to communicate internally with Blender. Why sockets? Read my previous post <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley"><br />
Laser tracking is simpler, however you can’t have depth which restricts movements in the BGE to two dimensions. On the other hand tracking objects is good if you want to have a full 3D interaction. How do you get the depth? Just checking the size of the bounding box area, when it gets bigger it means the object is closer and viceversa. Another important concept in this is the threshold. You need some time to tune it in order to get a perfect tracking. Spheres are the easiest to track since the shape doesn’t change if you rotate them. I didn’t have any sphere, so I used also a red d20 from my dungeons and dragons kit <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"><br />
Anyway, stop talking, enjoy the video and if you have question post it below <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley"><br />
Sources will be available in a couple of days, I need to clean them up a bit from test code and write also some comments. If you are interested in another cool thing about webcams and BGE <a href="http://www.youtube.com/watch?v=8IUU_XeXvSM">check this video made by Nathan Letwory</a>, one of the Blender’s coder living here in Finland who I never had the pleasure to meet, but just exchange a couple of emails <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> </p>
<p><strong><a href="http://www.aktasway.com/files/BlenderTrack.zip">Sources available! <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  Click here to download them!</a></strong></p>
<p>Akta<br />
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<p>Edit: look at what <a href="http://mikepan.homeip.net/">Mike Pan</a> did using BlenderTrack, amazing and brilliant idea. I was actually wondering how to head track using this script, but Mike was faster and smarter than me <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"><br />
Enjoy his video and let’s see what comes next!<br />
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		<title>N95 accelerometer with Blender</title>
		<link>http://www.aktasway.com/blog/n95-accelerometer-with-blender/</link>
		<comments>http://www.aktasway.com/blog/n95-accelerometer-with-blender/#comments</comments>
		<pubDate>Thu, 11 Jun 2009 11:23:16 +0000</pubDate>
		<dc:creator>akta</dc:creator>
		
		<guid isPermaLink="false">http://www.aktasway.com/blog/?page_id=41</guid>
		<description><![CDATA[Hi, after one busy week I managed to release this first simple demo that shows you how to use the n95 accelerometer as an input device in Blender The application is structured in this way: Mobile client, a python script which reads the accelerometer data and sends it via bluetooth to the pc A server&#8230;]]></description>
			<content:encoded><![CDATA[<p>Hi, after one busy week I managed to release this first simple demo that shows you how to use the n95 accelerometer as an input device in Blender <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  The application is structured in this way:</p>
<ul>
<li>Mobile client, a python script which reads the accelerometer data and sends it via bluetooth to the pc</li>
<li>A server that runs on your pc and shares the data with the BGE through a local UDP non-blocking socket</li>
<li>A Blender script which handles the cube rotation in the BGE using the n95 accelerometer’s data</li>
</ul>
<p>Why did I use a local socket? Sometimes I experienced some lag using pyserial in Blender, so to avoid that my idea was to use a non blocking socket. With this approach I had a smooth game running in Blender without any lag.</p>
<p>What do you need to run this? A Nokia N95, a PC/Laptop with a BT connection and Blender of course! <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  You need to install PyS60 on your Nokia phone from <a href="http://www.google.fi/url?sa=t&amp;source=web&amp;ct=res&amp;cd=1&amp;url=http%3A%2F%2Fsourceforge.net%2Fprojects%2Fpys60&amp;ei=wMgwStenLYvBsAbDw7nZBA&amp;usg=AFQjCNHFow8Tem2ikUPKT_OJ0on14bIrqw&amp;sig2=sw7uU51UOGyvDf4qSU2w6A">here</a>. Download both <a id="showfiles_download_file_pkg0_1rel0_6" class="sfx_qalogger_element sfx_qalogger_clickable" onclick="init_download('http://downloads.sourceforge.net/pys60/PythonForS60_1_4_5_3rdEd.sis');" href="http://sourceforge.net/project/downloading.php?group_id=154155&amp;filename=PythonForS60_1_4_5_3rdEd.sis&amp;a=22755032">PythonForS60_1_4_5_3rdEd.sis</a> and <a id="showfiles_download_file_pkg0_1rel0_19" class="sfx_qalogger_element sfx_qalogger_clickable" onclick="init_download('http://downloads.sourceforge.net/pys60/PythonScriptShell_1_4_5_3rdEd_unsigned_testrange.SIS');" href="http://sourceforge.net/project/downloading.php?group_id=154155&amp;filename=PythonScriptShell_1_4_5_3rdEd_unsigned_testrange.SIS&amp;a=70871181">PythonScriptShell_1_4_5_3rdEd_unsigned_testrange.SIS</a> you need to sign the ScriptShell otherwise the accelerometer data won’t be retrieved by the script due to security reasons of Nokia phones. You can sign it from https://www.symbiansigned.com/app/page using “Open signed online”. I’m going to put the source code of what I did really soon, I want to improve a little bit some part of the code to make it more stable. However even though the scenario I present in this video is really simple, it’s a way to show you how Blender is really powerful (besides modeling, animating, composing, whatever <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley"> ), Python is really one the strongest features that Blender has, since it makes the possibilities of interaction with other apps, device etc,&nbsp; endless. <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley">  Try for example to imagine the N95 as a joypad for a Blender game WipeOut style (I personally hate WipeOut, but somebody may love it <img src="http://www.aktasway.com/blog/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley">  ).</p>
<p>So enjoy the video and if you have feedbacks, questions, comments, feel free to ask!</p>
<p><a title="Blender95 download" href="../files/blender95.rar"><strong>Edit: </strong><strong>sources available! Click here to download blender95!</strong></a></p>
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<p>Akta</p>
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