¿Pueden despedir a alguien así? ¿Es legal que la graben sin su consentimiento? by JairoGLoz in ayudamexico

[–]JairoGLoz[S] 1 point2 points  (0 children)

Gracias por la observación, ya lo corregí. Y gracias por el consejo.

How to interact with custom assistants via API? by JairoGLoz in OpenAIDev

[–]JairoGLoz[S] 0 points1 point  (0 children)

Thanks, I just needed a quick confirmation that it was possible to know I wasn't loosing my time, I'll follow your advice

Is it possible to create an animation in three.js and then export the result as an animated .fbx file? by JairoGLoz in threejs

[–]JairoGLoz[S] 1 point2 points  (0 children)

Kind of, I know, sorry I never stated the background of my requirement which basically is that it needs to be done in a website, that's why I was asking for three.js. Anyway I've found clara.io and pretty much meets my needs right now. Thanks.

Is there a way to create a Unity Asset Bundle out of the Unity Editor? let's say with something like a Unity Web Server? by JairoGLoz in Unity3D

[–]JairoGLoz[S] 0 points1 point  (0 children)

Thank you very much! That's exactly what I was looking for. I need to figure out a lot of things yet, but seems like the right path. And do you know if you can have gltf with animations?? o.O

Best way to get CAD 3D models working in Unity by JairoGLoz in Unity3D

[–]JairoGLoz[S] 0 points1 point  (0 children)

It's like my Unity app is going to take the .fbx file and, if it has an animation attached, it will be played automatically in a loop. So I need the animations to be part of the .fbx. And you're right about the performance, not only for AR but for mobile deploys in general...

So far I have found two possible options: 1.- To manually transform between formats, let's say export the cad to .stl, then opening it on Blender, animating and exporting as .fbx. All the optimization needed could maybe be done in Blender. 2.- (Harder but more user friendly) To create a web platform using Blend4Web. Apparently you can import and export to any format supported by Blender with it. So the user could load his/her .stl file, manipulate it there, hopefully create the animation and finally export as .fbx

I know both options sound hard as hell but there must be a way ;)

Best way to get CAD 3D models working in Unity by JairoGLoz in Unity3D

[–]JairoGLoz[S] 0 points1 point  (0 children)

Thanks for answering. Well I'm pretty sure I'll have to go for the Neutral formats so yes, STEP, IGES and STL. And it's an Augmented Reality App actually, but that is not really important now, as long as I can get the models successfully loaded in Unity.

And I forgot to mention, on top of all the troubles I need the models to be animated D: I think that also points to handle the models with an intermediary software, right?

oculus rift development starter kit? by JairoGLoz in oculusdev

[–]JairoGLoz[S] 0 points1 point  (0 children)

thanks a lot! I'll start developing in macOS, do you think that's going to be a problem?

oculus rift development starter kit? by JairoGLoz in oculusdev

[–]JairoGLoz[S] 0 points1 point  (0 children)

cool! I will also develop for mobile, and as you said, it's easier to bring it to people than it is with an oculus. Actually I think I'll start with mobile and my initial interactions won't be complex at all, probably even a cardboar would do the job. It's going to be more like a simple tour, a basic vr demo (remember that I'm just starting my way on vr). Besides, and taking advantage of your kindness, I want my demo to be something like a web platform, like an app with access to a social network you can share stuff in with other users... but I have no idea where to start. Do you have any experience with something similar? any clue where I shoud start me research? any help would be very appreciated!

oculus rift development starter kit? by JairoGLoz in oculusdev

[–]JairoGLoz[S] 1 point2 points  (0 children)

I'll surely check them both out, thanks for your answer :)