Hello Everyone!
I am making a Bobble Head App for a celebrity, and in future updates I will probably have a feature for him to sing his songs, but for now I am just going to have his head bobble when you shake your device. I have the 3D model and need to know what format/filetype to save it in. Also, how would I code it. It is the first app I have done with OpenGL ES and am not sure how I am going to go about doing this. If there is a better way than OpenGL ES that you know of to make a bobble head app where you shake it and the head moves, let me know!
Thanks in Advance to anyone who can help!
-Marshall
Hello Everyone!
I am making a Bobble Head App for a celebrity, and in future updates I will probably have a feature for him to sing his songs, but for now I am just going to have his head bobble when you shake your device. I have the 3D model and need to know what format/filetype to save it in. Also, how would I code it. It is the first app I have done with OpenGL ES and am not sure how I am going to go about doing this. If there is a better way than OpenGL ES that you know of to make a bobble head app where you shake it and the head moves, let me know!
Thanks in Advance to anyone who can help!
-Marshall
Hi Marshall, I expect that OGL will be in there somewhere. You might look at one of the engines built on top of OGL. Currently the free ones I'm looking into are Cocos3D (which is built to work with Cocos2D) and iSGL3D. If you use OGL on it's own you need to know enough about matrices to follow what's going on but not too much. There are other options with Unity being the paid one that's mentioned all the time.
You need the 3D mesh for the objects involved. They would consist of the body, the head and the neck in-between probably. Those meshes need to be covered in a texture. 3D engines will state what format of 3D objects they support (eg: 3DS Max, Maya etc). The body & neck would be fairly simple but the face needs to look like the celebrity. I presume you are not thinking about having the hair move or any other expressions?
As well as responding to shakes you will be able to pick up touches & respond to them.
Hi Marshall, I expect that OGL will be in there somewhere. You might look at one of the engines built on top of OGL. Currently the free ones I'm looking into are Cocos3D (which is built to work with Cocos2D) and iSGL3D. If you use OGL on it's own you need to know enough about matrices to follow what's going on but not too much. There are other options with Unity being the paid one that's mentioned all the time.
You need the 3D mesh for the objects involved. They would consist of the body, the head and the neck in-between probably. Those meshes need to be covered in a texture. 3D engines will state what format of 3D objects they support (eg: 3DS Max, Maya etc). The body & neck would be fairly simple but the face needs to look like the celebrity. I presume you are not thinking about having the hair move or any other expressions?
As well as responding to shakes you will be able to pick up touches & respond to them.
Hey SundialSoft; Thanks for answering! To answer your question, In later updates of the app, I will have the celebrity's hair move when it is shaken, but I have no idea on how I would do that, and need to get down the basics first. Also, I was going to ask, are there any step by step tutorials on how to do this? or do you/one of your developer friends know how to do it where we can setup a web training webinar/skype session. I really want to learn how to do this. Thanks!
-Marshall (:
Hey SundialSoft; Thanks for answering! To answer your question, In later updates of the app, I will have the celebrity's hair move when it is shaken, but I have no idea on how I would do that, and need to get down the basics first. Also, I was going to ask, are there any step by step tutorials on how to do this? or do you/one of your developer friends know how to do it where we can setup a web training webinar/skype session. I really want to learn how to do this. Thanks!
-Marshall (:
I am just getting in to 3D on iPhone. The tools are generally much better than I had on Windows Mobile but I'm a beginner again so I will be learning over the next few weeks and months before doing a game. My learner app has some similarity to your one in that mine is a simple 3D object which the user interacts with to get an effect but it's 'secret' simply because it's not something that's currently on the app store & if I works fine I will publish it as a free app.
What is your timescale? When is the app expected ? Do you have a budget for a 3D artist? (they don't work for free). I found a student who could work cheaply so maybe that's an approach to use.
If you don't need to have this done in a month or two you need to follow my path & find a 3D engine, try all the samples, plan the real app & write it. You need to be a registered iPhone developer with a mac & xcode & iphones to test on. Where are you with that stuff?
There are people doing heads out there. For example FlashMN Bobblehead Imagery so you might learn more by searching for such projects & checking them out.
And finally you could consider doing it with 2D if visually you think that would work. There are already some apps on the store so have a look at them.
Last edited by SundialSoft; 11-05-2011 at 02:19 AM.
I am just getting in to 3D on iPhone. The tools are generally much better than I had on Windows Mobile but I'm a beginner again so I will be learning over the next few weeks and months before doing a game. My learner app has some similarity to your one in that mine is a simple 3D object which the user interacts with to get an effect but it's 'secret' simply because it's not something that's currently on the app store & if I works fine I will publish it as a free app.
What is your timescale? When is the app expected ? Do you have a budget for a 3D artist? (they don't work for free). I found a student who could work cheaply so maybe that's an approach to use.
If you don't need to have this done in a month or two you need to follow my path & find a 3D engine, try all the samples, plan the real app & write it. You need to be a registered iPhone developer with a mac & xcode & iphones to test on. Where are you with that stuff?
There are people doing heads out there. For example FlashMN Bobblehead Imagery so you might learn more by searching for such projects & checking them out.
And finally you could consider doing it with 2D if visually you think that would work. There are already some apps on the store so have a look at them.
Hey SundialSoft, thanks for the tutorial websites!
-As for my timescale: I want to have the 3D Head, body, etc done by mid november, and the coding take place the rest of november and december (However long it takes).
-The app is expected: I am hoping to get it done by the end of december 2011, or january 2012, but if it is going to take longer, that is fine cause I want it to look good.
-My budget for a 3D artist is $50 (I would love to work with him. Let him know I am interested)
-I have an Intel Based Mac with Xcode Version 4.1 (4B110), but do not have the developer's license because I am waiting till my app is done & i don't have an iPhone to test it on. I do however have my sister's iPod Touch 4th Gen that is running iOS 5 so that works.
-My Skype is: marshall.b.hahn
*I want to talk about this fully with the celebrity's name and share the files so maybe you can understand it more. My app is also 'secret' because many fans of this person would buy it, and don't want my idea to be stolen.'
*Also, in case this wasn't above, I have just started learning Objective-C. I am pretty familiar with the workflow of Xcode now, and pretty much know where everything is.
I have a few questions:
-I got the Unity Trial, and was wondering how I would do it in there?
-Are the other programs easier?
-Which one are you doing yours in?
I was thinking since we are both new at this, we could go through it together.
P.S. When I am done with mine, would you want to be a Beta Tester?
Also, when you are done with yours, I would love to be a beta tester
Last edited by MarshallHahnApps; 11-05-2011 at 01:45 PM.
Hey SundialSoft, thanks for the tutorial websites!
-As for my timescale: I want to have the 3D Head, body, etc done by mid november, and the coding take place the rest of november and december (However long it takes).
-The app is expected: I am hoping to get it done by the end of december 2011, or january 2012, but if it is going to take longer, that is fine cause I want it to look good.
-My budget for a 3D artist is $50 (I would love to work with him. Let him know I am interested)
-I have an Intel Based Mac with Xcode Version 4.1 (4B110), but do not have the developer's license because I am waiting till my app is done & i don't have an iPhone to test it on. I do however have my sister's iPod Touch 4th Gen that is running iOS 5 so that works.
-My Skype is: marshall.b.hahn
*I want to talk about this fully with the celebrity's name and share the files so maybe you can understand it more. My app is also 'secret' because many fans of this person would buy it, and don't want my idea to be stolen.'
*Also, in case this wasn't above, I have just started learning Objective-C. I am pretty familiar with the workflow of Xcode now, and pretty much know where everything is.
I have a few questions:
-I got the Unity Trial, and was wondering how I would do it in there?
-Are the other programs easier?
-Which one are you doing yours in?
I was thinking since we are both new at this, we could go through it together.
P.S. When I am done with mine, would you want to be a Beta Tester?
Also, when you are done with yours, I would love to be a beta tester
Hi Marshall, The 3D artist (student) I used was 8 years ago. He is now in his mid 20's & no doubt into his career. I think $50 is too low for a custom designed textured figure. You might find one already in existence that just needs a new skin. You do need the original art work of the celebrity for that. Before you can find a graphics artist you need to nail down what 3D graphics system you will be using. This is important because 3D packages produce files in different formats & most 3D engines only support a few. There are lots of graphics sites selling textured meshes. Go have a look & see if you can find one that's close. remember do things in the correct order:
1. choose the 3D engine or decide to use OGLES directly.
2. obtain the meshes / artist required. not the other way round.
Unity is quite expensive and you don't appear to have lots of cash at this time. It's not needed for this project but if you can afford it then it's probably among the best. I can't say as I have not tried it due to the price. My task over the next week or two is to pick the 3D engine I will use. The 2 I'm evaluating are Cocos3D and isgl3d. I will be taking my time as I want to be sure of my choice. Both are newish with low numbers of users.
Finding a graphics artist can be done by finding the forums where they advertise. Be aware that they do not work for nothing and are always being asked to do free work by developers so don't try that approach.
I honestly don't expect you will learn fast enough to have an app ready by December. While I expect to have my little 3D app done I do have 2 years XCode experience, years and years of development experience, some basic 3D experience and I'm full time as this is my day job.
Testing-wise the ipod touch will keep you going for a good while but it's hard to see what happens on all the different flavours of iphone if you don't have them. Performance is especially very different. I have 4 iphones and a touch and the speed difference between the 4S and the 3G is huge.
Remember to make regular at least daily backups.
Make sure you have written approval to use the celebrity's image for the purposes you intend. Verbal ok is not enough & could be an issue if you don't have it. Apple may require proof that you own the image rights or at least they say that this can happen.
And finally, the developer license is really useful. You can't deploy to devices without it & you get access to all the resources at Apple.
Hi Marshall, The 3D artist (student) I used was 8 years ago. He is now in his mid 20's & no doubt into his career. I think $50 is too low for a custom designed textured figure. You might find one already in existence that just needs a new skin. You do need the original art work of the celebrity for that. Before you can find a graphics artist you need to nail down what 3D graphics system you will be using. This is important because 3D packages produce files in different formats & most 3D engines only support a few. There are lots of graphics sites selling textured meshes. Go have a look & see if you can find one that's close. remember do things in the correct order:
1. choose the 3D engine or decide to use OGLES directly.
2. obtain the meshes / artist required. not the other way round.
Unity is quite expensive and you don't appear to have lots of cash at this time. It's not needed for this project but if you can afford it then it's probably among the best. I can't say as I have not tried it due to the price. My task over the next week or two is to pick the 3D engine I will use. The 2 I'm evaluating are Cocos3D and isgl3d. I will be taking my time as I want to be sure of my choice. Both are newish with low numbers of users.
Finding a graphics artist can be done by finding the forums where they advertise. Be aware that they do not work for nothing and are always being asked to do free work by developers so don't try that approach.
I honestly don't expect you will learn fast enough to have an app ready by December. While I expect to have my little 3D app done I do have 2 years XCode experience, years and years of development experience, some basic 3D experience and I'm full time as this is my day job.
Testing-wise the ipod touch will keep you going for a good while but it's hard to see what happens on all the different flavours of iphone if you don't have them. Performance is especially very different. I have 4 iphones and a touch and the speed difference between the 4S and the 3G is huge.
Remember to make regular at least daily backups.
Make sure you have written approval to use the celebrity's image for the purposes you intend. Verbal ok is not enough & could be an issue if you don't have it. Apple may require proof that you own the image rights or at least they say that this can happen.
And finally, the developer license is really useful. You can't deploy to devices without it & you get access to all the resources at Apple.
Update: I decided to experiment with Cocos3D as it seems to be well supported. I have found it relatively easy & so far have moved assets from the big Cocos3D demo and other demos into my own samples & got them working, things like a moving robot arm, spraying particles, a spinning planet, spinning dice with touch control etc.
There are some issues around getting it working with XCode 4.2 but very little and the built-in template creates a functional 3D app.
Update: I decided to experiment with Cocos3D as it seems to be well supported. I have found it relatively easy & so far have moved assets from the big Cocos3D demo and other demos into my own samples & got them working, things like a moving robot arm, spraying particles, a spinning planet, spinning dice with touch control etc.
There are some issues around getting it working with XCode 4.2 but very little and the built-in template creates a functional 3D app.
Oh Ya! I was going to ask you about that. I have tried to install Cocos3D & Cocos2D, and it doesn't ever work. I have tried many times, but no success. How do I set it up in the templates menu like you are talking about? And I have Xcode Version 4.1 (4B110)
Oh Ya! I was going to ask you about that. I have tried to install Cocos3D & Cocos2D, and it doesn't ever work. I have tried many times, but no success. How do I set it up in the templates menu like you are talking about? And I have Xcode Version 4.1 (4B110)
The installation is simple other than the need to go into terminal & run scripts.
Download and install the latest stable release of Cocos2D & follow the installation instructions. The main point is that you must run the install-templates.sh file. Only once you have cocos2d downloaded and installed. You can check by going to Xcode & trying file, new project. You should see a new template type cocos2d. If that's not there you did not run the script.
Then from the cocos3d implementation using terminal run the script install-cocos3d.sh
In this script you have to add the relative path to cocos2d and there's an example in the readme file showing what this looks like.
You will then have an XCode template for cocos3d as well.
The forum for cocos2d / 3d has lots of advice if you hit a problem. cocos2d for iPhone
The installation is simple other than the need to go into terminal & run scripts.
Download and install the latest stable release of Cocos2D & follow the installation instructions. The main point is that you must run the install-templates.sh file. Only once you have cocos2d downloaded and installed. You can check by going to Xcode & trying file, new project. You should see a new template type cocos2d. If that's not there you did not run the script.
Then from the cocos3d implementation using terminal run the script install-cocos3d.sh
In this script you have to add the relative path to cocos2d and there's an example in the readme file showing what this looks like.
You will then have an XCode template for cocos3d as well.
The forum for cocos2d / 3d has lots of advice if you hit a problem. cocos2d for iPhone
What do I open "install-templates.sh" in? Each time I click on it, it opens in Xcode??
and when I copy and paste it in Terminal, I get this:
"Error: This script must be run as root in order to copy templates to /Library/Application Support/Developer/Shared/Xcode
Try running it with 'sudo', or with '-u' to install it only you:
sudo -bash
or:
-bash -u
logout"
Last edited by MarshallHahnApps; 11-10-2011 at 06:37 AM.
What do I open "install-templates.sh" in? Each time I click on it, it opens in Xcode??
and when I copy and paste it in Terminal, I get this:
"Error: This script must be run as root in order to copy templates to /Library/Application Support/Developer/Shared/Xcode
Try running it with 'sudo', or with '-u' to install it only you:
sudo -bash
or:
-bash -u
logout"
The script should not be opened and edited because that's not part of the install so don't double click on it. You go in to terminal and run the script.
If you are getting messages about needing to be root then this means that the user you are logged in to the Mac as does not have admin rights. Here is a brief explanation of sudo sudo - Mac Guides
The script should not be opened and edited because that's not part of the install so don't double click on it. You go in to terminal and run the script.
If you are getting messages about needing to be root then this means that the user you are logged in to the Mac as does not have admin rights. Here is a brief explanation of sudo sudo - Mac Guides
Yay! It worked. Took a few tries, but eventually worked. Thanks! (:
Yay! It worked. Took a few tries, but eventually worked. Thanks! (:
That's good news, now you have no excuse for seeing the sun for the next 2 weeks.
ps: The isgl3d engine has now been declared a ceased project and the owner is looking for someone to take it on so Cocos3D is the obvious choice for a free 3D engine. Well supported & functional.
IF I see any suitable meshes today when I'm looking for space ships etc I will let you know. Is your celeb male or female ?
That's good news, now you have no excuse for seeing the sun for the next 2 weeks.
ps: The isgl3d engine has now been declared a ceased project and the owner is looking for someone to take it on so Cocos3D is the obvious choice for a free 3D engine. Well supported & functional.
IF I see any suitable meshes today when I'm looking for space ships etc I will let you know. Is your celeb male or female ?
Cheers
Ian
Haha. Thanks! And its Male (Justin Bieber)
I was looking up last night that it had to be in a blender file then exported into a COLLADA 1.4 file (or something like that- which has to be added into blender couse its not a default under export) and then converted into .POD for Xcode. I there a better way to do this, cause I still can't figure out how it works :\
I was looking up last night that it had to be in a blender file then exported into a COLLADA 1.4 file (or something like that- which has to be added into blender couse its not a default under export) and then converted into .POD for Xcode. I there a better way to do this, cause I still can't figure out how it works :\
Have a nice Day!
Marshall (:
The 3D model has to end up as a .pod file and would come from one of the available 3D packages such as Maya & Blender on Mac or 3DS Max on PC.
All 3 of these can have a plug in which will export the mesh to .pod but I believe that the plugin for Blender only works with an older version. There's also a separate collada to pod convertor.
You have to register on the PowerVR site and download their utility PVRGEOPOD and also the separate collada to pod utility just to be sure.
Anyway once you get the 3D mesh exported to a .pod it's plain sailing.
If you just want a file converted to .pod so you can see it working asap just PM me a message with your email address and I will send you my email address so you can send me a mesh for conversion. That's not an open ended offer to convert 1000 meshes, just a couple to let you play in Cocos3d.
I'm bashing away learning Cocos3D at present.
Last edited by SundialSoft; 11-11-2011 at 08:40 AM.
The 3D model has to end up as a .pod file and would come from one of the available 3D packages such as Maya & Blender on Mac or 3DS Max on PC.
All 3 of these can have a plug in which will export the mesh to .pod but I believe that the plugin for Blender only works with an older version. There's also a separate collada to pod convertor.
You have to register on the PowerVR site and download their utility PVRGEOPOD and also the separate collada to pod utility just to be sure.
Anyway once you get the 3D mesh exported to a .pod it's plain sailing.
If you just want a file converted to .pod so you can see it working asap just PM me a message with your email address and I will send you my email address so you can send me a mesh for conversion. That's not an open ended offer to convert 1000 meshes, just a couple to let you play in Cocos3d.
I'm bashing away learning Cocos3D at present.
Haha, Thanks! I figure out a way around it though. I exported it as a .obj, then opened it up in Cinema4D, and exported it from a COLLADA 1.4 there, then did the POD conversion thing. I was surprised it worked. I had to do it that way cause I could not figure out how to install the COLLADA Exporter in Blender, but whatever. I will still send you my email though, cause if I have another question that you may be able to answer in the future, it will be easier than posting it here.
I will leave you alone now unless I really need to know something, cause I know your getting a little tired of answering my questions (Srry bout that). haha (:
One last question though,
Do you know how to add touch capabilities and the ability for the .pod to move when shaken? I looked up and it said something about self.isTouchEnabled , but don't know what file or where to put it in, or if that is even correct??**
Thanks Again for helping me with this.... It has been a HUGH help. I would have probably never even got past installing Cocos2D if it weren't for you (:
-Marshall (:
Haha, Thanks! I figure out a way around it though. I exported it as a .obj, then opened it up in Cinema4D, and exported it from a COLLADA 1.4 there, then did the POD conversion thing. I was surprised it worked. I had to do it that way cause I could not figure out how to install the COLLADA Exporter in Blender, but whatever. I will still send you my email though, cause if I have another question that you may be able to answer in the future, it will be easier than posting it here.
I will leave you alone now unless I really need to know something, cause I know your getting a little tired of answering my questions (Srry bout that). haha (:
One last question though,
Do you know how to add touch capabilities and the ability for the .pod to move when shaken? I looked up and it said something about self.isTouchEnabled , but don't know what file or where to put it in, or if that is even correct??**
Thanks Again for helping me with this.... It has been a HUGH help. I would have probably never even got past installing Cocos2D if it weren't for you (:
-Marshall (:
That's good news. Re: Exporters with Blender it's not a collada exporter it's a pod exporter. It only works on older versions of Blender so I gave up on trying that. Same with Maya & 3DSMax, the plug-in gives a .pod exporter. The Collada convertor is a stand alone tool which is pretty horrid but works.
Remember that any question that's answered here helps others not just the person asking. I'm still on my ios baby steps but reaching the point where I can be of some help. On Windows Mobile I was very experienced & was always the one answering. At least with ios I do as much asking for help as I do answering questions. I will send you my email address.
re: Cocos3D you can touch-enable objects. In the Mashup demo there are touch enabling examples. I manually copied all the bits needed over to my own project & got them working. On the Cocos3D forum there's a chap who has posted a demo using the accelerometer. It's quite near the top, look for bigbot smash city.
That's good news. Re: Exporters with Blender it's not a collada exporter it's a pod exporter. It only works on older versions of Blender so I gave up on trying that. Same with Maya & 3DSMax, the plug-in gives a .pod exporter. The Collada convertor is a stand alone tool which is pretty horrid but works.
Remember that any question that's answered here helps others not just the person asking. I'm still on my ios baby steps but reaching the point where I can be of some help. On Windows Mobile I was very experienced & was always the one answering. At least with ios I do as much asking for help as I do answering questions. I will send you my email address.
re: Cocos3D you can touch-enable objects. In the Mashup demo there are touch enabling examples. I manually copied all the bits needed over to my own project & got them working. On the Cocos3D forum there's a chap who has posted a demo using the accelerometer. It's quite near the top, look for bigbot smash city.
Ok! Well thanks for all of your help! If you need to know something, I might know, so you can ask (: