How to create 3d model to display for online use - html

So this question may seem hard to understand and very vague and that's because I have no other way of explaining this, so I'll try and describe what I want to achieve.
So essentially I want to create a character model (based from the protagonist of Minecraft, Steve). What I'd like this to serve as is a texture viewer from which a user enters his username into. A site that does is can be found here
See how the texture is displayed by a 3d blocky character? That is what I want to create, so essentially a blank 3d model where users textures will appear on when entered.
I'm not asking for entire code on this, I just need to some guidance as to how I would go about doing this.
Thanks for any and all help! If you got more questions I will try and answer them as best as I can. Thanks again!

In my experience, whenever trying to implement some graphics-related feature boils down to working with svg, or canvas, or just plain images. I would recommend that you look into using the HTML5 canvas element with maybe WebGL.

Related

Is HTML rendering possible in libgdx (or, what is the best practice to create a help screen)?

I want to create a help screen for my game. This screen contains text and pictures that describe the game.
One option is to create a stage and add a table to it that will define the position of the different labels and images. However, this option seems to be "unnatural", limited when it comes to format options, and a potential headache when it comes to code maintenance.
The content of the screen is static which makes it a good candidate for an HTML document. My idea is to create the help screen document in HTML and then have it rendered inside my help screen. My question is, is this possible in libgdx? If not, what other way would I have to implement this?
As it is not possible to embed a browser in your LibGDX app (as nicely explained here), you could either link to an external website in the device's browser or use the libgdx-stagebuilder to build up the Scene2D stage using XML. Or you just stick to the normal LibGDX way. Unfortunately, I don't see any other option than those.
I don't think this is supported in libGDX as of yet, but it should be possible using platform specific code. How you do it will vary from platform to platform, so I can't tell you exactly what to look up, but android has something called webview you might want to look at.

Embed 3D models on website

Is there a way to embed Sketchup models on a website? Preferably a free one, if it's a commercial solution I'd like a confirmation that it's actually worth the money... I know about the 3D warehouse thingy where you can rotate it (javascript and some images), but I can't upload anything to the 3D warehouse 'cause it always "resets the connection".
You can try the upcoming WebGL Functions in modern Browsers. There are some Javascript Libraries that can read model files and show them within your (HTML 5?) website. I have not used them yet, but try these links if this sounds interesting:
https://github.com/mrdoob/three.js/
https://github.com/timjb/sketchup-threejs/
I made a patch of an example game in three.js. Added ColladaLoader and Sketchup model + Third Person Shooter controls:
https://github.com/irony/Nemesis
Try it out (Works best in Chrome)
http://peaceful-woodland-4410.herokuapp.com/index.html
You can use http://sketchfab.com, they even have a SketchUp exporter.
Yes, you can do it without cost. See here: https://help.sketchup.com/en/article/3000258
EDIT:
There were some free rendering sites apart from Google, but they don't seem to be in operation anymore. Posting to the Google 3D warehouse is going to be your best bet. Regarding your problem posting there, try it with Chrome.
EDIT #2:
If you don't want to upload to Google 3D Warehouse, you can achieve a similar effect with a little work. 3D Warehouse doesn't actually give the visitor the power to manipulate something in 3D, but rather it lets them "rotate" the image horizontally by simply showing a series of preset images of the 3D from various angles. You can take shots of your 3D object, import to Photoshop and create your own gif of the spinning object. A little more work than relying on Google, so you'll have to decide if it's worth it.
EDIT #3: If all else fails you can simply post the 3D model on your site as a downloadable file and advise visitors to get Sketchup to view it.

Html5 Canvas animations

I am looking to get into learning how to use the html5 canvas to do animations as well as other things. I have an excellent knowledge of javascript and programming in general (mostly php but can adapt to anything). However, I have not had the opportunity to do much with graphics in the past. I have created nice smooth animations using javascript/jquery but the canvas object seems to be alot more than just that. The hardest part I am finding as I have been playing with it is that you have no reference to an object on the stage unless you store the reference. For example if I create a div on the page I have that reference to the object. However, with the canvas object if you create something within it, it draws that element on the stage giving you no reference to it. So you have to manually store the details of that object as I understand it and I could be wrong (if I am please correct me).
Anyways the whole point of this post is to see if anyone can point me to some really good articles/help about working with the canvas object. Not just drawing graphics to it cause I have been able to accomplish that very easily. But I would like to articles/help on managing the objects on the canvas. I want to make sure that I am doing this correctly/efficiently for the future of the technology. Also I am willing to purchase a book on working with html5 canvas/graphics/animations but most of them that I have seen go over the whole scope of html5 and leave out alot of the details of actually working with the canvas. So if you know any good books with my requirements please recommend them here.
Any help is appreciated.
There are nice libraries to do very basic to complex graphics using HTML5/WebGL
This may not actually teach you how the animations work. But if you are interested, check Three.js
https://github.com/mrdoob/three.js/
Read article "Creating a Framework For Canvas: Objects and Mouse". Not animation, but you can find there something interestring.
Read source code of any big framework, e.h. three.js, or LibCanvas
Read "HTML5 Canvas - Native Interactivity and Animation for the Web"

How can I draw a diminishing wavy ray or complex figures in HTML5 / Canvas

I am trying to generate some sun 'rays' which I can best describe as looking like the blade of a krisknife, such as the blade portion of this picture.
This is just an example. I only need a triangular shape with two or three waves that I can close and fill.
Better yet, is there some HTML5 app with which I can draw a complex figure and then export the javascript (moveTo, arcTo, bezierCurveTo, quadraticCurveTo, ...). Something similar to HTML5 Bezier Sketcher but which saves the javascript. Trying to draw complex figures blind is very difficult and I don't want to switch to SVG if it is not necessary.
Thanks 1,000,000
Edit: I have now also looked at all the options at this site. None will allow me to draw and fill simple curves and then see/save canvs commands. All that show commands show them in new libraries like fabric or jsDraw2D.
You can parse SVG into an html5 canvas with fabric.js.
That might do the trick for you.
https://github.com/kangax/fabric.js
Beside SVG it can help you with a nice API to canvas drawing.
I found the answer among the solutions for Convert SVG to Canvas friendly output. The author didn't think it worked for him, but I think it's as perfect as any I have seen.
Professor Cloud (...is frikkin' amazing! This isn't the first thing he's done I have found incredibly useful.) created a site to take SVG input and product Canvas output. You can see it here, at Professor Cloud SVG-to-Canvas.
Using this site, I can draw something or even take a stock vector image in AI, export as SVG, cut out the commands and past them into Prof. Clouds amazing SVG-chipper, and get Canvas code. I understand it doesn't support full SVG capabilities, but then, neither does Canvas. Great for me.
Your solution is probably best but just for the record, I tried experimenting with some graph plotting, and got some nice results:
The equations are:
sin(x)*log(2/x) + x/10
sin(x)*log(2/x) - x/10
You can plot them using: http://www.graphsketch.com/
It looks good with 0 < x < 25

Image manipulation in ActionScript 3.0 : realistically editing faces

I am a flash developer who has worked mostly on small ActionScript projects, in particular websites, but I am dipping my toes into image manipulation with AS3. I have a project I'm working on to develop an application which would allow a user to upload their own picture into a swf, and then, using a slider, they can alter the image to make themselves look thinner or fatter. The condition is that it should require minimal user input - so ideally the most I could expect from the user would be a couple of control points identifying certain areas of the face in response to prompts e.g. 'click on the centre of the chin' and when the user clicks, the position would be stored, but this would need to be used sparingly, if at all.
So far, I have been able to use the FileReference class to handle the upload, and I am experimenting with using the DisplacementMap filter to edit certain parts of the uploaded image, but I am having serious trouble implementing this in a manner that would allow realistic deformation of the facial features in the image uploaded.
Is there anything that exists that might run along the same lines and that provides an explanation/source code I could look at to get a better idea of how to go around doing this? Or if there are any other ideas on how to manipulate and distort the image that doesn't use the DisplacementMap Filter?
Any feedback and help is greatly appreciated. Thank you for your time.
see http://sakri.net/technology/flash/flex/convolution_filter/ConvolutionFilterExplorer.html
(source code available)