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http://healthonlinereview...
Forum: iOS
Last Post: gracereed
Yesterday, 07:29 AM
» Replies: 0
» Views: 14
Multiple faces detection
Forum: iOS
Last Post: admin
02-17-2018, 07:28 AM
» Replies: 2
» Views: 50
Why Apple Mach-O Linker E...
Forum: iOS
Last Post: gonxas
12-29-2017, 10:15 PM
» Replies: 2
» Views: 508
SDK reinstallation
Forum: MoodMe SDK
Last Post: admin
12-05-2017, 10:14 PM
» Replies: 0
» Views: 311
A 3D Augmented Reality ...
Forum: 3D Augmented Reality
Last Post: admin
11-15-2017, 05:48 PM
» Replies: 5
» Views: 2,204
Face Tracking when rotati...
Forum: Unity
Last Post: admin
10-19-2017, 12:12 PM
» Replies: 0
» Views: 542
how to get 150 facial fea...
Forum: MoodMe SDK
Last Post: admin
10-17-2017, 06:05 AM
» Replies: 3
» Views: 8,924
WIN10 Availability
Forum: Windows
Last Post: admin
08-24-2017, 09:07 AM
» Replies: 1
» Views: 2,471
Kiss Face Mask
Forum: MoodMe SDK
Last Post: admin
08-24-2017, 09:06 AM
» Replies: 3
» Views: 2,489
License Key activation
Forum: MoodMe SDK
Last Post: admin
06-30-2017, 01:02 PM
» Replies: 2
» Views: 2,615

 
  http://healthonlinereviews.com/dead-sea-spa-elixir-serum/
Posted by: gracereed - Yesterday, 07:29 AM - Forum: iOS - No Replies

From my perspective, what I have is an inclination respecting Dead Sea Spa Elixir Serum. Dead Sea Spa Elixir Serum does disappoint most mere mortals in the end. From whence do mavens come across bargain Dead Sea Spa Elixir Serum sessions? That was stinking things up. This is an ordinary condition and commonly takes about 24 hours. But I must not simply flee from it. You don't need to copy someone word for word. Dead Sea Spa Elixir Serum that is not suited for the weather will hinder the performance of Dead Sea Spa Elixir Serum. Should an anyone could be found anywhere who supported Dead Sea Spa Elixir Serum I could be surprised. I'm just now getting the mediocre power of Dead Sea Spa Elixir Serum. It is true when we look at it on a large scale. Well, like my brother-in-law said once, "The last straw breaks the camel's back." Without doubt, is it the best approach for Dead Sea Spa Elixir Serum? I saw Dead Sea Spa Elixir Serum a while back. It is an effort to give people more options. Plainly, how much is too much? There's a noob born every minute.




Read this page to get more details >>> http://healthonlinereviews.com/dead-sea-spa-elixir-serum/

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  Multiple faces detection
Posted by: gonxas - 02-14-2018, 10:21 AM - Forum: iOS - Replies (2)

Hey there!

I was wondering if the SDK is able to detect multiple faces simultaneously. I've been looking through the options and didn't find anything I though may be involved.

Thanks!

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  SDK reinstallation
Posted by: admin - 12-05-2017, 10:14 PM - Forum: MoodMe SDK - No Replies

You may need to reinstall MoodMe Face SDK when, for instance, an update is available, a bug fix in the SDK (has not happened in 10 months) or in the associated source code (happens rarely ;-)
In this case, please follow these steps: 
1. Delete the old project
2. Download the AdvancedDemo project
3. Open it with Xcode
4. Delete the old Advanced Demo from iOS device
5. Build & Install Advanced Demo
6. Run it

Good Moods  Big Grin

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Photo Face Tracking when rotating Head
Posted by: admin - 10-19-2017, 12:12 PM - Forum: Unity - No Replies

Note that the 3d skin scene is no more than a stub. 
The mesh deformation is driven by the landmarks and the whole mesh position and rotation is based on the matrix the tracker extrapolates from the landmarks. 
The mesh looks good in a centered position but tends to rotate too much on the edges, this depends on the unity camera fov that not matches real webcam fov. Changing the fov requires to change planes position accordingly. 
Auto-setup is in development but not ready yet.




[img=563x290]file:///C:/Users/CHANDR~1/AppData/Local/Temp/msohtmlclip1/01/clip_image002.png[/img]
 
changing the z scale to 0 in the line 301 of MoodMeSceneManager.cs
 
Vector3 scaleFactor = new Vector3((TRSValues[2].x) * initialScale.x, (TRSValues[2].y) * initialScale.y, 0);
 
will mitigate the issue, but then you have to change rotationFactor in the same script to accomodate rotations with a flat shape.


[img=563x290]file:///C:/Users/CHANDR~1/AppData/Local/Temp/msohtmlclip1/01/clip_image004.png[/img]
 
On the other hand landmarks work great because they are 2d landmarks, projected onto webcam plane and they don't suffer of camera fov.

[img=563x290]file:///C:/Users/CHANDR~1/AppData/Local/Temp/msohtmlclip1/01/clip_image006.png[/img]



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  Why Apple Mach-O Linker Error
Posted by: Chonlavit - 10-18-2017, 08:44 AM - Forum: iOS - Replies (2)

this error

Undefined symbols for architecture x86_64:
  "_OBJC_CLASS_$_MDMTrackerManager", referenced from:
      objc-class-ref in MainViewController.o
      objc-class-ref in GLScene.o
      objc-class-ref in MeshRenderer.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

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  A 3D Augmented Reality demo for andorid?
Posted by: Teddypy - 06-13-2017, 06:34 AM - Forum: 3D Augmented Reality - Replies (5)

We have bought your company's Mood-me SDK for academic use.But in the android demo,we only found a demo to add mask on one's face, Is there a demo to add 3D object(like hat,hair)  on one's head?

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  Error loading libraries on macOS
Posted by: nihonfrench - 06-10-2017, 12:45 AM - Forum: iOS - Replies (1)

Hi,

sorry for posting this here since there is no macOS category.

I'm trying to run the macOS demo, I'm on Sierra using Xcode 8.3.3. It seems a dynamic 
library cannot be found. Here's the error I am getting when I run the demo.

dyld: Library not loaded: @rpath/MoodMeSDK.framework/Versions/A/MoodMeSDK
  Referenced from: /Users/nihonfrench/Library/Developer/Xcode/DerivedData/DemoMacOS-eehpqcrwxjfqhfdvoclnoqakdamu/Build/Products/Debug/DemoMacOS.app/Contents/MacOS/DemoMacOS
  Reason: image not found

Thank you for your help!


I'm going to answer my own question. The mood-me framework MUST always be added as embedded binary for the demo to run.

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  UI Responsiveness
Posted by: Tejada - 06-07-2017, 04:21 PM - Forum: Android - Replies (3)

Hi, I've seen that on iOS you have an example with a slider where you can change the filter and you have up to 4 different filters to play with. On Android I've seen that there is only one example, so I've tried to put together a small UI to have different filters as per the example you provide on iOS but I don't seem to be able to. My main problem is the responsiveness, I've just put two buttons that animates a imageView, nothing fancy, and that alone is almost impossible to interact with.

I wonder if you have an example with some UI on top of the SurfaceView as per iOS, where you have a slider with the thumbnails, or any other example where I can see how you guys have resolved the problem I'm facing.

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  3D model creation from 360° pictures
Posted by: admin - 05-07-2017, 08:59 AM - Forum: 3D Augmented Reality - Replies (2)

Can you automatically create 3D assets for Augmented Reality effects from 360° pictures or do you need 3D models?

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  Working with SceneKit and DM.modelView?
Posted by: wml - 04-26-2017, 08:46 PM - Forum: iOS - Replies (3)

Hello -- I'm playing around with SceneKit and the Mood Me SDK's Demo app. I'm new to both SceneKit and OpenGL.

In GLScene.m, I've loaded, via a .scn file, an SCNNode that is in the default position (looking at the .scn file in XCode, this SCNNode has world coordinates of x:0, y:0, z:0). I also alloc an instance of a SCNView, provide it with the same EAGLContext (_context) as the one owned by GLScene and add it as a subview of GLScene's own view with equivalent frames and its background set to clear. The model appears as expected in the center of screen. I also disable SCNView's `allowsCameraControl` property so that there's no extra camera.

Code:
_scnView = [[SCNView alloc] initWithFrame:view.bounds];
_scnView.backgroundColor = UIColor.clearColor;
_scnView.eaglContext = _context;
[view addSubview:_scnView];

_scene = [SCNScene sceneNamed:@"foo.scn"];   // has a single model node at (0, 0, 0)
[_scnView setScene:_scene];
[_scnView setAllowsCameraControl:NO];

(Incidentally, there's an ambient light node attached to the scene's rootNode.)

In GLScene's render method, I manipulate the SCNNode (let's just call it "_node"):

Code:
if ( DM.faceTracked ) {
   SCNMatrix4 rotationY = SCNMatrix4MakeRotation(DM.mvRotations.y, 0.0, 1.0, 0.0);
   SCNMatrix4 trans = SCNMatrix4Invert(rotationY);
   _node.transform = trans;
}

When the selfie camera sees me turning my head left and right, the _node follows as expected due to the vertical symmetry of the y-axis. But now, I want the full transform, and this is where I get stuck. For example, when I add DM.mvRotations.z to the transform, tilting my head shows a rotation that is too far away from the tracked face.

While I conceptually understand DM.modelView as the result of multiplying model and view matrices, I don't understand how this can map out to positioning and orienting an SCNNode as described above. I haven't succeeded at extracing the correct model transform from this matrix, nor have I succeeded in creating my own SCNNode's transform property with the data provided (using mvRotations, mvScale, modelView, inverting default camera and applying to varying matrices, and so forth)... What's the secret sauce here when it comes to SceneKit integration?

Thanks for your help!

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