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Template Creation

peter | 30 June, 2009 | 14:46

The tool for creating templates (the files that we use to determine which markers are supposed to be connected) is working. Now, instead of having to write the files by hand and run a conversion to test them, then try to interpret what was wrong based on the output, users can use simple controls to create and edit templates and see the changes as they are made. It still helps if the user is fairly knowledgeable about the marker layout in question, or else they might end up with a mess like this , but they’ll be able to see that mess developing as they make it. In short, this should take most of the manual drudgery out of the process, while improving the quality of the output. This is all geared towards creating a file that, once created, you’ll never think about again because it will work for any number of files, with any number of subjects (using the same template, or different ones) in the scene, with any number of different actors, so long as you keep doing captures using the same number of markers with the same names.



With this added, the development phase of the converter is now complete, but it still has to be tested in a production environment and there is always the possibility of adding more file types as options for conversion. Adding csm (the simplicity of which I’m still fond of) as an input choice would make a useful demo to show others how to add to the converter, as would adding trc (or csm) as output formats. More likely I’ll be kept busy updating the old demos for the new releases of the library, or just writing new ones.

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SceneCaster is an online application that allows people to create “spaces” which are 3d scenes on the browsers and share them which other.  It is free to sign up and relatively  easy easy to use. The main problems with SceneCaster are the requirements: The operating systems used are Windows XP or Vista and the browser [...]

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Yesterday Andor and I gave a talk at www 2010. It was about how mid level API’s can help web developers who may not wish to do extremely low level programming at the WebGL level achieve the 3D effects they want. The “slides” from our talk can be found here. The [...]

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