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Building multiple buildings from a map inside maya

Tools needed:

Adobe Photoshop
Autodesk Maya
Google Maps
Google Earth

Lets get started

For this post, i am using the map data from NYC’s gis website. Here is the link http://gis.nyc.gov/doitt/nycitymap/

The first thing you need to do is decide the area on the map you are going to work on. I am going to start small, just a block from downtown brooklyn for now. My ultimate motive for doing this is to publish it inside BetaVille, the project i am working for as a 3D Artist right now. So, here is the block. All you need is a screenshot of the block.

Screenshot for building the buildings ground up.

 

 

Now, Open this up in Photoshop. We are going to use the pen tool to pen on top of the edges of the buildings.

Open it up in photoshop

Select the Pen Tool

Pen on top of the building edges

Export the paths to illustrator

Export Options

FLAR Manager, Multi Marker Multi Collada

Marker

I ve been toying around with Augmented Reality a lot lately. I came across FLARManager which is the easiest way to implement AR. Somehow i haven’t found any code out there till now that displays multiple collada files on multiple markers. So, here is my implementation of the concept.

package {

import com.transmote.flar.FLARManager;

import com.transmote.flar.marker.FLARMarker;

import com.transmote.flar.marker.FLARMarkerEvent;

import com.transmote.flar.utils.geom.FLARPVGeomUtils;

import flash.display.Sprite;

import flash.events.Event;

import org.libspark.flartoolkit.support.pv3d.FLARCamera3D;

import org.papervision3d.lights.PointLight3D;

import org.papervision3d.objects.DisplayObject3D;

import org.papervision3d.objects.parsers.DAE;

import org.papervision3d.render.LazyRenderEngine;

import org.papervision3d.scenes.Scene3D;

import org.papervision3d.view.Viewport3D;

public class MultiMarkerMultiDae extends Sprite {

private var flarManager:FLARManager;

private var scene3D:Scene3D;

private var camera3D:FLARCamera3D;

private var viewport3D:Viewport3D;

private var renderEngine:LazyRenderEngine;

private var pointLight3D:PointLight3D;

private var activeMarker1:FLARMarker;

private var activeMarker2:FLARMarker;

private var activeMarker3:FLARMarker;

private var activeMarker:FLARMarker;

private var modelContainer:DisplayObject3D;

private var modelContainer1:DisplayObject3D;

private var modelContainer3:DisplayObject3D;

private var markerId:int;

public function MultiMarkerMultiDae ()

{

// pass the path to the FLARManager xml config file into the FLARManager constructor.

// FLARManager creates and uses a FLARCameraSource by default.

// the image from the first detected camera will be used for marker detection.

this.flarManager = new FLARManager("flar/flarConfig.xml");

// add FLARManager.flarSource to the display list to display the video capture.

this.addChild(Sprite(this.flarManager.flarSource));

// begin listening for FLARMarkerEvents.

this.flarManager.addEventListener(FLARMarkerEvent.MARKER_ADDED, this.onMarkerAdded);

this.flarManager.addEventListener(FLARMarkerEvent.MARKER_UPDATED, this.onMarkerUpdated);

this.flarManager.addEventListener(FLARMarkerEvent.MARKER_REMOVED, this.onMarkerRemoved);

// wait for FLARManager to initialize before setting up Papervision3D environment.

this.flarManager.addEventListener(Event.INIT, this.onFlarManagerInited);

}

private function onFlarManagerInited (evt:Event) :void

{

this.flarManager.removeEventListener(Event.INIT, this.onFlarManagerInited);

this.scene3D = new Scene3D();

// initialize FLARCamera3D with parsed camera parameters.

this.camera3D = new FLARCamera3D(this.flarManager.cameraParams);

this.viewport3D = new Viewport3D(this.stage.stageWidth, this.stage.stageHeight);

this.addChild(this.viewport3D);

this.renderEngine = new LazyRenderEngine(this.scene3D, this.camera3D, this.viewport3D);

this.pointLight3D = new PointLight3D();

this.pointLight3D.x = 1000;

this.pointLight3D.y = 1000;

this.pointLight3D.z = -1000;

// load the model.

// (this model has to be scaled and rotated to fit the marker; every model is different.)

var model1:DAE = new DAE(true, "model1", true);

model1.load("assets/model4.dae");

model1.rotationX = 0;

model1.rotationY = 0;

model1.rotationZ = 0;

model1.scale = 10;

// load the model.

// (this model has to be scaled and rotated to fit the marker; every model is different.)

var model2:DAE = new DAE(true, "model2", true);

model2.load("assets/model4.dae");

trace("model4 loaded");

model2.rotationX = 0;

model2.rotationY= 0;

model2.rotationZ = 0;

model2.scale = 10;

// load the model.

// (this model has to be scaled and rotated to fit the marker; every model is different.)

var model3:DAE = new DAE(true, "model3", true);

model3.load("assets/model4.dae");

model3.rotationX = 0;

model3.rotationY= 0;

model3.rotationZ = 0;

model3.scale = 10;

// // create a container for the model, that will accept matrix transformations.

// create a container for the model, that will accept matrix transformations.

this.modelContainer = new DisplayObject3D();

this.modelContainer.addChild(model1);

this.modelContainer.visible = false;

this.scene3D.addChild(this.modelContainer);

this.modelContainer1 = new DisplayObject3D();

this.modelContainer1.addChild(model2);

this.modelContainer1.visible = false;

this.scene3D.addChild(this.modelContainer1);

this.modelContainer3 = new DisplayObject3D();

this.modelContainer3.addChild(model3);

this.modelContainer3.visible = false;

this.scene3D.addChild(this.modelContainer3);

//------------------------------------------------------------------------- ---------

this.addEventListener(Event.ENTER_FRAME, this.onEnterFrame);

}

private function onMarkerAdded (evt:FLARMarkerEvent) :void

{

trace("["+evt.marker.patternId+"] added");

if(evt.marker.patternId == 1)

{

trace("Pattern 1 Added");

markerAdded(1);

this.activeMarker1 = evt.marker;

}

if(evt.marker.patternId == 2)

{

trace("Pattern 2 Added");

markerAdded(2);

this.activeMarker2 = evt.marker;

}

if(evt.marker.patternId == 3)

{

trace("Pattern 3 Added");

markerAdded(3);

this.activeMarker3 = evt.marker;

}

this.activeMarker = evt.marker;

}

private function onMarkerUpdated (evt:FLARMarkerEvent) :void

{

trace("["+evt.marker.patternId+"] updated");

if(evt.marker.patternId == 1)

{

trace("Pattern 1 Updated");

markerAdded(1);

this.activeMarker1 = evt.marker;

}

if(evt.marker.patternId == 2)

{

trace("Pattern 2 Updated");

markerAdded(2);

this.activeMarker2 = evt.marker;

}

if(evt.marker.patternId == 3)

{

trace("Pattern 3 Updated");

markerAdded(3);

this.activeMarker3 = evt.marker;

}

}

private function onMarkerRemoved (evt:FLARMarkerEvent) :void {

trace("["+evt.marker.patternId+"] removed");

if(evt.marker.patternId == 1)

{

trace("Pattern 1 Removed");

markerRemoved(1);

}

if(evt.marker.patternId == 2)

{

trace("Pattern 2 Removed");

markerRemoved(2);

}

if(evt.marker.patternId == 3)

{

trace("Pattern 3 Removed");

markerRemoved(3);

}

this.activeMarker = null;

this.activeMarker1 = null;

this.activeMarker2 = null;

this.activeMarker3 = null;

}

private function onEnterFrame (evt:Event) :void {

// apply the FLARToolkit transformation matrix to the Cube.

if (this.activeMarker) {

this.modelContainer.transform = FLARPVGeomUtils.convertFLARMatrixToPVMatrix(this.activeMarker.transformMatrix);

}

if (this.activeMarker1) {

this.modelContainer.transform = FLARPVGeomUtils.convertFLARMatrixToPVMatrix(this.activeMarker1.transformMatrix);

}

if (this.activeMarker2) {

this.modelContainer1.transform = FLARPVGeomUtils.convertFLARMatrixToPVMatrix(this.activeMarker2.transformMatrix);

}

if (this.activeMarker3) {

this.modelContainer3.transform = FLARPVGeomUtils.convertFLARMatrixToPVMatrix(this.activeMarker3.transformMatrix);

}

// // apply the FLARToolkit transformation matrix to the Cube.

this.renderEngine.render();

}

//EVENTS FOR ADDED MARKER

private function markerAdded(markerId:int):void

{

trace(markerId);

var x:int = markerId;

switch(x)

{

case 1:

{

trace("1 Yeah");

if(modelContainer1.visible==false)

{

modelContainer1.visible=true;

break;

}

else

break;

}

case 2:

{

if(modelContainer.visible==false)

{

modelContainer.visible=true;

break;

}

else

break;

}

case 3:

{

trace("1 Yeah");

if(modelContainer3.visible==false)

{

modelContainer3.visible=true;

break;

}

else

break;

}

}

}

private function markerRemoved(markerId:int):void

{

var x:int = markerId;

switch(x)

{

case 1:

{

if(modelContainer1.visible==true)

{

modelContainer1.visible=false;

break;

}

else

break;

}

case 2:

{

if(modelContainer.visible==true)

{

modelContainer.visible=false;

break;

}

else

{

break;

}

}

case 3:

{

if(modelContainer3.visible==true)

{

modelContainer3.visible=false;

break;

}

else

break;

}

}

}

}

}

Just link back to me if you use this code. Here is the example of how the code works. Download the marker here.

If it does not load, click here.

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