You can see a nice video tutorial from gotoandLearn here.
FLARManager is a lightweight framework that makes building FLARToolkit augmented reality applications easier. it is compatible with a variety of 3D engines, and provides a more robust event-based system for managing marker addition, update, and removal. it supports detection and management of multiple patterns, and multiple markers of a given pattern.
Where can I get it?
FLARManager can be downloaded via SVN at http://transmote.com/codeshare/FLARManager. Released versions are available in the /deploy folder, and current development lives in the /dev folder. (note, i don’t make any guarantee the code in /dev will work, or even compile!
Note: FLARManager is built to compile to Flash Player 10.
What are the licensing options?
FLARManager is available for download and use under two licenses:
* GPL License: FLARManager can be used for free under the GNU General Public License, v3. Source code of applications using FLARManager under the GPL must be provided free of charge on request.
* Commercial License: Source code of FLARManager applications can be protected with a commercial license, offered exclusively by ARToolworks. Applications using the commercial license do not have to provide source code, but must pay a licensing fee. Contact ARToolworks at sales@artoolworks.com for more information.
How do I use it?
You can find full documentation here, and tutorials and other info here. if you just want to get started quickly, read on…FLARManager is developed using Flex Builder, and a FLARManager project is included along with the source (that’s what the /.settings folder and .project and .actionScriptProperties files are). to get going with FLARManager in Flex Builder, go to File>Import>Flex Project…, set the ‘Project folder’ to the folder to which you downloaded/unzipped the source, uncheck ‘Use default location’, and hit Finish. you should be good to go.
To use FLARManager in other environments, just be sure you’re compiling one of the four (currently) example files as an Application/Main/Document class. this applies to Flex Builder as well, though it’s taken care of for you in the included Flex Builder project.
The four examples are:
FLARManagerTest_2D.as: a simple example that draws 2D outlines around detected markers.
FLARManagerTest_2D_NoVideo.as: runs marker detection on a source loaded from a file (e.g. .swf / .jpg) instead of a camera. Good for testing when it’s dark out, or when you’re cameraless.
FLARManagerTest_PV3D.as: The standard FLARToolkit + Papervision3D example, with lil’ cubes strewn around wherever you leave a marker.
FLARManagerTest_Flash3D.as: Draws a 3D outline around detected markers using Flash Player 10’s native 3D capabilities.
Upgrades
Adaptive thresholding
Markers are now detectable in varying and low illumination — great for web apps, where developers have no control over the end user’s lighting.
Support for Alternativa3D, Away3D, and Sandy3D
FLARManager now supports the above three frameworks, along with the existing support for Papervision3D and Flash Player 10 3D.
Tutorials and examples
The Inside FLARManager section in the nav bar above provides access to documentation and tutorials about FLARManager, as well as links to FLARToolkit-related content. simple tutorials are now available for basic 2D, 3D, and collada applications.
Optimization
Some changes under the hood, accompanied by extensive testing and profiling, allow FLARManager to run faster and more efficiently than before. Additonally, a number of features are now exposed to the developer to tweak performance on an application-by-application basis. Stay tuned for a detailed writeup on this.
FLARProxy update
FLARProxy allows developers to simulate marker detection with a mouse and keyboard. The functionality has not changed in this version, but it can now be activated via the external config file.
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