En Unity realizamos investigación sobre gráficos IA, rendimiento y mucho más, y compartimos los resultados contigo y la comunidad mediante charlas, conferencias y revistas. A continuación, verás las publicaciones más recientes.
Select one random face, any four sided face will do, and unwrap it using the basic U > Unwrap > Reset option so it is unwraped as a perfect square. This will also make it the nominal active quad, only then can the Follow Active Quads option be used since it will use the active face's coordinates to unwrap the remaining mesh.
Part Ib – Intermezzo Improved Quad Clipping; Part II – Improved Panorama; Part III – Externalizing the panorama assets; Part IV – Plane detection, a first step to implementing panorama hotspots; Part V – Mouse to Plane coordinates, second step to implementing panorama hotspots; Part VI – Panorama hotspot interaction
Mar 19, 2020 · Position – the coordinates of the joint (XYZ) in the 3D world space. Orientation – the orientation of the joint in terms of its parent joint. Here’s how to access the tracked bodies and capture the position of the head joint. Obviously, you can access all of the other joints in the same way.
These scripts will output the same list in either 'EDIT' or 'OBJECT' mode.. Local Coordinates. import bpy, bmesh obj = bpy.context.active_object if obj.mode == 'EDIT': # this works only in edit mode, bm = bmesh.from_edit_mesh(obj.data) verts = [vert.co for vert in bm.verts] else: # this works only in object mode, verts = [vert.co for vert in obj.data.vertices] # coordinates as tuples plain ...
Jun 08, 2015 · Notes of GPU particles in Unity Notes of quick turorials for Houdini Houdini 16 の剛体の頂点アニメーションテクスチャを Unity 2017.1 に持っていく
Normalized device coordinates are set up such that (-1, -1) is the bottom left of the screen, and (1, 1) is the top right. It's a little different than RHW, because with that you use pixel coordinates (top right of the screen is (ScreenWidth, ScreenHeight).
Unity's coordinate system is left-handed, with X pointing to the right, Y pointing up, and Z pointing away from the user, towards the screen : When updating Unity's nodes and cameras, MiddleVR will automatically convert the 3D information from one coordinate system to the other.
Unity's UI system makes it easy to create user interfaces, but can we use it for VR applications? Fortunately, the answer is yes. At the end of this post, you'll find a link to an example project...