PTC Stands with Ukraine, Discontinues Business in Russia
File Driver Improvements: The File Driver now includes a “play from” and “wait” mode for faster development.Pose Smoothing in Unity: Targets in Unity now have the option to smoothly animate from one pose to another when tracking changes from extended mode to tracked mode, eliminating some sudden jumps.
Area Target Capture Sample Scene: The Unity Core Samples include a scene to learn the basics of Area Target capture using the new capture API.If your application is updated to 10.7 or above, Object Targets will stop working. Applications that are currently using Object Targets will continue to work on versions 10.6 and below.Object Targets Are No Longer Supported in Version 10.7 and Above: Please use scanned Model Targets instead.
Matterport OAuth 2 Support in the ATG: Matterport scans can now be accessed in the Area Target Generator app using Matterport OAuth credentials.Model Target Size Reduction: For Model Target databases with multiple models, the overall database size is significantly reduced, in particular if multiple advanced views are created per model.Model Target Web API: Now you can generate Model Targets using the Web API to streamline target generation pipelines.Have an AR experience you’d like to share with us? Please send any videos of your Vuforia Engine application to Engine Team
If you have questions about this release or other Vuforia Engine features, feel free to post on our community forums. The 10.8 sample apps share best practices for this. All native apps should be updated to manage permissions themselves.
Please be sure to check out the release notes for the full list. Below are the key updates in this release. You will of course need to enable IK In Mecanim Layer, ticking the IK Pass checkflag as well.The Vuforia Engine team is happy to announce our newest version. Setting m_LookWeight = 1, m_BodyWeight = 0.25f, m_HeadWeight = 0.9f, m_EyesWeight = 1, m_ClampWeight = 1 returns a pretty nice articulation of upper body parts for looking at the looktarget, which I've set to a point a little in front of the camera (and player) so there's something to follow. Set the Look At Position which is a point along the camera direction M_Anim.SetLookAtWeight(m_LookWeight, m_BodyWeight, m_HeadWeight, m_EyesWeight, m_ClampWeight) These tuts have been invaluable to get torso working, and again it appears that it is actually quite easy now (Unity 5 i guess - I only started with 5 so am not sure of before that) using Just 2 Calls, Setting the weights of the following parts, and the Looktarget // Set our Look Weights Although this question is now a little old and no doubt the original poster has resolved their issue, I thought I would share what i have learned from 'C# Accent Tutorials' YouTube videos