SparkAR How to change the lips size with code? - spark-ar-studio

Im creating a new filter effect but i wanted to change the size of the lips. I thought that the faceDistortionPack will solve the problem but it only widens it. I need to expand the upper lip and the lower. So i think it's necessary to script the code but i don't know about that. I tried to create one based on the tutorial in the site but it doesn't work. Can you help me?

The easiest way is to use Sculptgl to make the face deformations.
Upload the "faceMesh.obj" (found in Face Reference Assets: Face-reference-assets-classic.zip)
Make the changes you want in the face and save the new .obj
Spark Ar: Add a new Face Mash in your faceTracker OR use an existent one.
Select the Face Mash, go to "Deformations" -> Import New 3D Object
Voi a l

Related

How to prevent mxGraph GraphEditor automatically applying blue colouring to loaded diagrams

I've got a customised instance of GraphEditor in a view in an ASP.NET MVC app and I've got it set to use a database for diagram persistence. When opening, I've programmed it to create a new model to initialise the graph using the model data stored in the database. This works, except that vertexes and edges that were black and white when saved become blue when loaded. I'm guessing there's some default mxGraph style variable that's responsible for this, but I'm not sure. Anyone have any ideas? Thanks!
So, in case it's useful to anyone else, I actually found the solution. The default colours are defined in mxClient as hexadecimals and can be replaced with whatever you want to use.

Solidworks hollow/shell a STL Part

I'm pretty new at solidworks!!
But I've been able to create a solid from a stl files. It's a Truncated tetrahedron shape.
Now I wanted this shape to be hollow (for 3D printing and adding threads).
So I've searched for a while and found a tutorial for the shell tool. This didn't work out because it gave me an error. That the faces may offset in adjacent spaces.
So I thought if I had one part and then a the same part but scale it 3mm. Place them on the same spot and then subtract them of some sort. It would give me the same shelled shape I want.
Would this work and does anybody know a way to do this or has a better way to hollow out my solid.
STL & PART upload.
Files Google Drive
If you have SOLIDWORKS Professional or Premium, you can use ScanTo3D to turn the part into a Solid / Surface body. At that point, you can manipulate the geometry as you would anything else in SOLIDWORKS.
Here's a video showing both turning on ScanTo3D and how to use it.
https://youtu.be/ZjzqWCfNfmQ
"So I thought if I had one part and then a the same part but scale it
3mm. Place them on the same spot and then subtract them of some sort.
It would give me the same shelled shape I want."
use the move/copy body command to copy it
use the scale command to scale it
use the combine feature to subject the smaller body from the main body
Alternatively use the check geometry feature to find any faulty faces and ALWAYS run import diagnostics on an imported body. if you can find and fix a faulty face try the shell tool again. If the minimum radius is too small then you will need to manually offset faces using the offset surface command

Make Sprite Fadout when defined in JSON

So I'm trying to make cutscenes in JSON.
And I want to make the sprite fadeout, but only when it should.
Is there a way I can add things to Batches without putting tons of IF Statements between them, because I want to do more with Sprites from JSON.
Anybody know a method?
You're looking for Actions – a way to apply some actions one after another. See the docs.
Unfortunately, they only apply to Actors, but you may indeed use Image:
Image image = new Image(...)
image.addAction(
Actions.sequence(
Actions.delay(0.5),
Actions.moveBy(..., ...),
Actiond.alpha(0)
)
)
There's pretty much an action for everything. So, the idea is:
Read a json for some actions
Create Actions.sequence and put all them into it.
Attach the sequence to the Image.

Taking an intro Flash/AS3 course; problems with MVC pattern

Okay, so I've been busting my hump the last week or so on this project for my OOP/AS3 course and this past Sunday I realized that my approach wasn't going to work so I scrapped the better part of it and started over.
Our assignment is to create an XML based flash menu that demonstrates an understanding of the OOP patterns we've just learned. It was kind of a 'test the waters' project where he gave us a ton of tutorials and information and told us to make our best attempt at making sense of it so I'm certain there are more efficient ways to do what I'm doing, but that's a moot point.
We need to employ at least two patterns in our menu, though at the moment I'm just focusing on MVC so that I can get the mainUI working before I finalize the second part of the UI. It essentially flows like so:
MainUI has 4 menus that slide out.
Each slider has 3 thumbnails on it.
Clicking on any of the thumbnails will move to the next part of the UI. This functionality is currently disabled.
The program runs with 0 compiler errors, but the images are not being placed on the stage correctly and I can't figure out why. All the image paths are being pulled and stored from the XML properly. The main background image is pulled once and is supposed to be only placed once (if statement that uses a count to determine whether to run the placement function or not), but it is being placed 4 times with the sliding menu image. The sliders are being placed in the correct positions (switch statement that iterates through the mainUI function in the View class and creates a separate loader for each one), but the thumbnails are not all showing up. So here is what I'm seeking help with:
The mainPanel image should only be placed once, rather than 4 times with each slider.
The sliders, while being placed correctly, must be tweened in different directions through the as (using TweenMax), but each instance is unidentifiable from the other so right now they all have an eventListener that calls the same tween method. How can I distinguish them in a way that lets me apply a different tween to each (This will likely be a concern with the thumbnail functionality later as I will need to load different XML data based on which thumb is clicked).
I have added what I hope are very informative comments to each script so hopefully people can help. Also included are images of what I want the mainUI to eventually look like and how it's coming out currently.
pastebin with all 3 classes and XML (2 hyperlink limit) - http://pastebin.com/u/crookedparadigm
top image is how the stage is outputting, bottom image is what I'd like to to be - http://imgur.com/a/bOmsS
Last quick note, stage is currently set to 600x480 with a black background. Ideally, to reinforce OOP principles, our professor wants us to avoid using the timeline or library if possible.
Any advice at all will be greatly appreciated! Thanks!
Install FlexPMD This is a very good add on( sometimes hard to install ) It basically is used to show areas of your code that you are not following standards. For example your classes lack the use of "this". And you should avoid passing parameters in constructors. It would be good practice to develop standardized writing skills while you are still new.
Looking at your code I see you are calling buildUI from within a loop.
buildUI is assigning a MainView object to mainUI.
So each time you go through a loop iteration you are reassigning mainUI.
In the end mainUI will only be the last iteration of that loop.
Not sure this is your issue but is an issue.
[EDIT]
Excellent Singleton guide for Flex SDK
Part 1
Part 2
Some Good writing on pure AS3 Singletons.
I would prolly start from scratch as your XML data is miss formatted.
your XML should resemble something like this.
<MainProject>
<MainUI>
<Thumbnail Name="Spring">
<Destination Name="Spring" Price="99" ratingPath="images/SP1/SP1rating.png" />
</Thumbnail>
<Thumbnail Name="Winter">
<Destination Name="Winter" Price="152" ratingPath="images/SP1/SP2rating.png" />
</Thumbnail>
</MainUI>
</MainProject>
Then you should have the following structure on your stage. These movieclips should be empty and already placed inside on your stage with instance name.
Stage
MenuUI MovieClip
ThumbNail1 MovieClip <- feed it thumbnail from the XML
ThumbNail2 MovieClip <- feed it thumbnail from the XML
ThumbNail3 MovieClip <- feed it thumbnail from the XML
ThumbNail4 MovieClip <- feed it thumbnail from the XML
This might be a bit too vague, just tell me if you need more details.
Hope this helps !

Extending Spark TextInput to auto-resize

Hi have a Spark TextInput control but I haven't figured out a way to make is auto-resize...Does anyone have any code to get started?
I have no code, but I guess it shouldn't be too hard. you should simply watch changes, and then grab the new text size. I don't have flex 4 right now, but I guess you should take a peek into the sources and try to drill to the used TLF-components to get the size.