Jumat, 23 September 2016

Membuat Aplikasi Augmented Reality Berbasis Android Menggunakan Unity + Vuforia SDK

Membuat Aplikasi Augmented Reality Berbasis Android Menggunakan Unity + Vuforia SDK

Sebenarnya artikel ini ingin saya tulis di bagian akhir blog ini karena sepertinya artikel ini hanya bersifat tambahan dan pelengkap saja. Namun karena request dari beberapa teman dan saya pikir banyak teman yang mengambil judul proyek akhir tentang Augmented Reality maka saya tulislah artikel ini. Semoga artikel ini dapat bermanfaat bagi pembaca ^^

Step by Step Membuat Simple Augmented Reality Berbasis Android Menggunakan Unity 5.1.1 dan Vuforia 5.0.5

Step by Step Membuat Simple Augmented Reality Berbasis Android Menggunakan Unity 5.1.1 dan Vuforia 5.0.5

 

Halo sobat blogger.. Sudah lama tidak update artikel. Kali ini saya akan membahas tutorial membuat aplikasi Augmented Reality di Android menggunakan Unity 5 dan Vuforia 5. Sebenernya ini bukan hal yang baru di blog ini, sebelumnya saya sudah membuat artikel semacam ini di sini.Tapi karena cepatnya update dari Vuforia dan Unity alhasil saat ini banyak sekali yang bingung mengikuti tutorial saya karena sudah tidak relevan lagi. Karena banyaknya pertanyaan dan request maka kali ini saya bahas tentang cara membuat aplikasi Augmented Reality berbasis Android menggunakan Unity 5 dan Vuforia 5.
 Ok langsung aja berikut adalah alat dan bahan :
  1. Unity, dalam tutorial kali ini saya menggunakan Unity 5.1.1f1.
  2. Vuforia SDK, dalam tutorial ini saya menggunakan vuforia-unity-5-0-5. .
  3. Android SDK, ini adalah tools wajib untuk membuat aplikasi android.
Langsung saja kita masuk ke tutorial. Namun sebelum masuk ke tutorial Anda dapat mendownload projectnya terlebih dahulu pada link di bawah.




Langkah 1 : Buka Unity dan buat project baru

Blank project unity
Blank project unity

Langkah 2 : Ubah project ke Android

Ubah project unity ke android
Ubah project unity ke android

Jangan lupa untuk melakukan pengaturan pada player setting

Pengaturan player
Pengaturan player

Atur nama company dan nama aplikasi

Atur nama company dan nama aplikasi
Atur nama company dan nama aplikasi

Dan juga pengaturan bundle identifier

Atur bundle Identifier
Atur bundle Identifier

Langkah 3 : Import Vuforia SDK dengan double klik

Double click Vuforia SDK
Double click Vuforia SDK


Centang semua elemen import

Centang semua untuk import Vuforia SDK
Centang semua untuk import Vuforia SDK


Langkah 4 : Masukkan ARCamera dan ImageTarget ke dalam scene, delete Main Camera.

Masukkan ARCamera dan ImageTarget ke dalam scene
Masukkan ARCamera dan ImageTarget ke dalam scene


Vuforia mensuport debugging di PC menggunakan camera webcam. Tapi jika hardware belum di support Vuforia Anda dapat menonaktifkan fitur ini.

Disable 'Don't use play mode' jika error
Disable 'Don't use play mode' jika error


Jangan lupa save scene dengan Ctrl + S setiap melakukan perubahan untuk menghindari hal yang tidak diinginkan


Langkah 5 : Definisikan marker dengan klik ImageTarget kemudian klik 'No targets defined. Press here for target creation !'


Definisikan marker untuk target
Definisikan marker untuk target
Anda akan diarahkan ke website Vuforia. Login untuk masuk ke akun Anda. Pertama klik 'Add License Key' pada 'License Manager' untuk membuat lisensi. Lisensi ini nantinya berkaitan dengan harga yang harus Anda bayar. Tenang saja, untuk tutorial kali ini Anda dapat menggunakan license free.


License manager pada Vuforia
License manager pada Vuforia

Pada lisensi ada kode yang harus Anda letakkan di code Anda. Copy semua kode tadi kemudian masukkan di ARCamera pada project Anda

Lisensi Vuforia
Lisensi Vuforia

Masukkan ke ARCamera

Masukkan license ke ARCamera
Masukkan license ke ARCamera


Kemudian definisikan marker pada image target. Pada bagian 'Target Manager' klik 'Add Database'.

Tambahkan database
Tambahkan database


Masukkan nama database, kemudian upload marker. Marker yang Anda Upload akan ditampilkan dan diberi rating

Marker yang di upload di Vuforia
Marker yang di upload di Vuforia

Kali ini saya menggunakan marker berikut, Anda dapat menggunakan marker lain.

Marker

Getting Started with Augmented Reality and Meta

Getting Started with Augmented Reality and Meta

By Risma Noor Faizah 
Meta have been in the news recently after a much anticipated TED talk last week showcasing their next augmented reality headset, the Meta 2. This was fantastic timing for my first article on developing for the Meta augmented reality headset in Unity! If you have one of the original Meta headsets and you’ve been putting off building AR apps — now is a good time to dust that headset off and do some development!
In this tutorial, we will look at creating an augmented reality butterfly experience. We will be starting from the basics and will finish with a simple butterfly we can grab and move around our scene.

What You’ll Need

In order to follow along with this tutorial, you will need the following:
  • A Meta 1 Developer Kit – These are sold out, so if you aren’t lucky enough to have one, you’ll need to find a friend who owns one or wait for the Meta 2!
  • Unity 5.2.1 (32 bit) or Unity 5.2.2 (64 bit) – Meta support for Unity 4 is ending soon, so it is best to get up to Unity 5 by this point! I’d recommend downloading via Meta’s links which we’ll cover below.
  • Windows 8.1 or Windows 10 – Sadly Mac OSX isn’t supported and Windows 7 support is being phased out.

Downloading Unity and the Meta SDK

The safest way to get the right versions of both Unity and the Meta SDK is to head to the Meta Dev Center. From here, you can download the latest Meta SDK:
Downloading the latest Meta SDK
Once that has downloaded (or do this simultaneously if you’ve got much faster Internet than I do!), scroll down to download either the 64 bit or 32 bit Unity depending on your operating system:
Downloading either the 64 bit or 32 bit Unity
Once Unity has downloaded, run through the install process for both the Meta SDK and Unity. Both are pretty straightforward, so I won’t waste time discussing them here! Once both have installed, open up Unity and we will get started!

Creating Our First Project

When we first open up Unity, the welcome screen has an option for starting a new project in the top right. Click “New” to start a new project:
Creating a new project by clicking New
Then, we name our project (you can call yours whatever you’d prefer, we’ve gone with “Pretty Butterfly”) and choose where you’d like it saved on your computer. Make sure you have 3D chosen on the bottom left! When ready, click “Create Project”:
Setting up our Unity project settings
Before doing anything else, it can be a good idea to have your initial scene named and saved. To do so, go to File > Save Scene as….
Saving our initial scene, File > Save Scene As
We add a new folder for our scenes within the project’s “Assets” folder called “Scenes”:
Creating a new folder for our scene
Then name our scene “ButterflyScene” — you can name yours whatever you’d like!
Naming our scene

Importing the Meta SDK

Now that we have a scene saved and ready, it is time to import in the Meta SDK we downloaded earlier. To do this, we click Assets > Import Package > Custom Package…:
Importing a custom package via Assets, Import package, Custom Package
Navigate through your filesystem to the Meta SDK. For me, this was in C:/Program Files (x86)/Meta/Meta SDK. In this folder, we choose the “Meta” Unity package:
Selecting the Meta unity package
After a bit of loading time, a window with all of the Meta SDK assets found will appear. Ensure everything is checked and click “Import”:
Importing Meta package ensuring everything is checked
If Unity pops up saying “This project contains scripts and/or assemblies that use obsolete APIs”, that’s okay. Just click “I Made a Backup. Go Ahead!”
Yes, I made a backup
We should now see two new folders, “Meta” and “MetaPackage”, within our project:
Meta assets now visible

Adding MetaWorld Into Our Project

Within our new assets, we have our “MetaWorld” Prefab that will give us all of the Meta camera and interaction functionality we need. If you are new to Unity — Prefabs are basically like template objects that can be reused in multiple projects and scenes to share functionality.
The easiest way to add this into our scene is to search within the “Project” window. Type in “MetaWorld” and it should filter our assets to show us what we want. Drag the “MetaWorld” prefab into your project hierarchy (where you’ve currently got a “Main Camera” and “Directional Light”):
Dragging in MetaWorld Prefab
The actual location of the “MetaWorld” prefab for those wondering is Meta/MetaCore/Resources/Prefabs/MetaWorld.prefab.
The “MetaWorld” object is our augmented reality view of the scene and represents our Meta headset. Make sure it is positioned at {0, 0, 0} and has no rotation on it. This is our camera view, so we can delete the existing “Main Camera”. We can also delete the “Directional Light”:
MetaWorld positioning in our scene

Adding Our Butterfly

The cleanest way to organise our scene is to create a new empty game object which will include the rest of our elements. For those new to Unity, this creates a nice and simple container for our objects. To do so, go to GameObject > Create Empty.
Creating an empty game object
We rename this object to “Butterfly App” and ensure that it is positioned at {0, 0, 0} with no rotation. This is important as all objects placed within this will use the parent object’s position as a base.
Rename it to Butterfly App
To get a pretty butterfly model to use, we will visit the Unity Asset Store. If you’re not a fan of butterflies (unlikely, but you never know!), you could download almost any model for this to work. Experiment away!
We will click on the “Asset Store” tab, next to our “Scene” and “Game” tabs, then type in “butterfly” in the search box:
Searching for a butterfly
If we scroll a little bit, we will find a nice free one that will work perfectly for our demo:
The free butterfly download
Click “Download” to begin downloading the files for our butterfly:
Butterfly download
In the import window that appears, ensure everything is checked (just as we did when importing in the Meta SDK) and click “Import”:
Importing butterfly
If we go back to the root of our “Assets” folder, we can now see a new folder with our new butterfly assets!
Our new butterfly assets
Within this new folder, we navigate to Assets > GruffysAnimatedButterfly > Prefab. We now drag the “butterfly2” prefab into our “Butterfly App” empty game object.
Putting butterfly into scene
You can play around with the positioning of the butterfly if you’d like. The best position I found was to have position Z moved away from the camera by 0.4, but X and Y remain at 0. I’ve rotated the butterfly on the Y axis by 150 and scaled it on all axes by 0.05. The scale can definitely be whatever you’d like, if you’d like a bigger butterfly, feel free to enlarge it (but you may need to move it back a bit more on the Z axis to see it properly if you go too big!).
Butterfly positioning
If you haven’t already, remove the “Directional Light” that came with the Unity scene — we won’t need it.

Giving Our Butterfly Meta Capabilities

In order to be able to pick up and move our butterfly around the scene, we need the butterfly itself to be a “MetaBody”. This is a component which comes with the Meta SDK and is simple to add to any object in Unity.
To turn any Unity object into a MetaBody-enabled object, click on the object (e.g. our “butterfly2” in this case), click “Add Component” on the right hand side and search for “metabody”. Click “MetaBody” when it appears:
Adding MetaBody
In the settings which appear now for our object, tick the following:
  • Grabbable and Move – This is what allows us to pick up and move our butterfly around the scene.
  • Arrow – This provides a directional arrow on the Meta interface pointing at where the object is when it is not on screen. This is really useful for objects which the user can move around the scene – as people tend to drop objects and not see where they’ve gone! The arrow saves a lot of time and confusion!
If we run the app now, we’d struggle to see the butterfly and might be a tad confused (I know I was initially). This isn’t because we have done anything wrong in the Meta SDK or in Unity. If you have been following along step by step, you’ll be in the same situation — it is due to a shader that is on our butterfly by default to make its wings blend in nicely with the scene.
To make it visible for our Meta headset, we will want to change this shader. To do so, click to expand the “butterfly2” game object in the project hierarchy and select “Butterfly Mesh”. With this selected, click the shader dropdown on the right:
Butterfly shader dropdown
In the menu that appears, go to Mobile > Particles and choose “Additive”. This gives us a different shader that makes our butterfly object shine through our scene! Much nicer, it actually gives it almost a hologram-style feel to it in augmented reality too.
Changing the butterfly shader

In Action

With that, we save our scene and are now ready to test it out! Connect up your Meta headset and press the play button on the scene.
Click play
There are a few things that you might need to do if you aren’t seeing a butterfly as you’d hoped:
  • Not seeing your butterfly in front of you? You might need to recentre your view by clicking F4 — or follow the arrow!
  • Not seeing two images side by side in your headset? Make sure you’ve clicked the 3D button on the bottom left of your Meta developer kit control box.
  • Not seeing two images side by side in Unity’s preview? Press F2 to switch to side-by-side mode.
  • Seeing a very small image in your headset? Press F3 to switch to the rectified view.
If you have got it displaying successfully, you should be able to see a butterfly floating in your scene! You can grab it and move it around with your own hand. Grabbing objects which don’t really exist in reality is something which can take a bit of getting used to:
  • Make sure you have your open hand in front of the glasses until you see a dotted yellow circle.
  • Close your hand into a fist and that circle will go green.
  • Move your fist around to move the butterfly around the scene.
  • Open your fist again to let it free!
Here’s what my butterfly looks like in side by side view (this view looks 3D when viewed through the headset):
In action with double vision
Here is a view of it with just one screen to show what someone wearing the headset will see:
In action with single view

Sabtu, 17 September 2016

Cara membuat Augmented Reality Gerak Pesawat Terbang

                Cara membuat Augmented Reality Gerak Pesawat Terbang



Pada pesawat terbang sistem gerak berasal dari gaya dorong(trust), gaya tahan(drag), gaya angkat(lift) dan berat pesawat(weigh). Gaya dorong dihasilkan oleh mesin pesawat itu sendiri, serta gaya ini bekerja berlawanan dengan gaya tahan(trust) yang disebabkan oleh tekanan aliran udara dari depan pesawat,  gaya angkat dihasilkan karena perbedaan kecepatan aliran udara serta tekanan udara antara di atas dan di bawah sayap. Kecepatan aliran udara  di bawah sayap lebih rendah dari pada kecepata aliran udara di atas sayap, akibatnya tekanan udara di bawah sayap lebih besar dari pada tekanan udara  di atas sayap yang menyebabkan pesawat dapat terangkat ke atas. Gaya angkat bekerja berlawanan dengan berat pesawat. Kombinasi gaya yang bekerja ini menyebabkan pesawat dapat terbang dengan baik. Pada gambar dibawah ini menunjukkan gaya-gaya yang bekerja pada pesawat terbang



Nah guys sekarang kita belajar Augmented Reality pada pembelajaran pesawat terbang dengan menggunakan Vuforia SDK dan Unity 3D J

Caranya..


1.     Siapkan file gambar yang akan dijadikan marker. disini saya menggunakan marker SEAMOLEC.



2.     Masuk ke developer.vuforia.com lalu Register bagi yang belum mendaftar dan pilih Log in bagi yg sudah mendaftar.

3.     Ikuti langkah-langkah membuat database marker di Vuforia tersebut. 

4.     Save dalam bentuk Unity Package.

5.     persiapkan file blender nya lalu buka file.blend yang sudah terdapat Animasi nya  buat file blender ini




6.     pilih file - export - auto desk FBX tersebut pilih lagi





7.  file - external data - unpack all into files bila ada tanda centang pada automaticaly pack into .blend hilangkan dulu tanda centangnya.




8.     Dan masuk lagi pada file seperti tadi pilih use file in curent directory bila sudah kita cek di folder yang sudah kita siapkan tadi untuk melihat .fbx
9.     Buka Unity 3D tarik ke areanya AR camera dan image target.





10.  Untuk main camera delete saja atur supaya AR  camera dan image target posisinya sama dengan cara position diganti menjadi 0(nol).






Selanjutnya Pilih asset import packed custom package file yang dimasukan dari unity package
12.Buat folder baru tempat memasukkan file tekstur dan .fbx tadi.   aturlah image target nya dengan data set yang terdapat di empty nya dan kita ganti dengan unity package yang telah kita masukan file .fbx dan tekstur dari blender tersebut.
Misal di Asset>>Klik kanan>>New Folder>>Pesawat







13.Kita atur-atur saja di Unity-nya. Memang memerlukan latihan tapi jangan menyerah yaa, Masukkan juga Marker tadi yang dibuat di Vuforia. Jika berhasil maka tampilan akan seperti ini:




14.Untuk memasukkan animasi, klik file pesawat.fbx>>>animation>>di tab rig pilih legacy kemudian apply pindah ke animation wrap mode ganti dengan loop dan ganti nama pada scene yang kita inginkan ya sesuai untuk star dan sesuaikan yang ada pada file blender nya dan usahakan jangan sampai lupa mencentang add loop frame dan pilih loop dan apply..





15.  setelah itu masukan pada are kita dan atur saja mengunakan scale dan posisi - posisi nya agar terlihat pada AR camera. disini saya juga masih belajar jagan lupa untuk mengatur agar image target nya dapat terlihat ya dengan centang AR camera pilih load data set. 


16. nah setelah semua nya selesai tinggal play saja lalu lihat hasil nya.. jangan lupa marker nya di hadapkan di kamera agar animasi dapat muncul.






Sekian :) Semoga bermanfaat,,,
Berikut hasil dari pembuatan video ini...





Setting VLAN dan ROUTER

Setting VLAN dan ROUTER