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Question by maximus9600 · Nov 04, 2014 at 07:35 AM · vuforiaaugmented reality

Limiting rotation along Y axis in vuforia

I am working on an Augmented reality project where in my focus is on a vertical plane placed on a target image that rotates along with the viewing camera.The target image is the marker. I want to make it in such a way that the surface of the plane looks the same from all viewing angles.i.e whichever direction I turn to, the surface of the plane facing the camera should be visible.I am new to vuforia.Need some help please

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avatar image robertbu · Nov 04, 2014 at 07:36 AM 0
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It is unclear how you have things setup. For most basic setups, the camera is moved, not the object. So make your 'vertical plane' using a Unity Quad. Then you can just set the rotation of the Quad to the rotation of the camera.

avatar image maximus9600 · Nov 06, 2014 at 03:15 AM 0
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Okay.So its like this. I have a plane that plays a sequence of images like an animation. Assume a user moves with this mobile camera while focusing the marker.The animation would start playing as soon as the marker is detected.This part works fine. I need to ensure that the surface of the plane showing the animation always faces the camera.So how do I tweak the rotation for this part?

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Answer by robertbu · Nov 06, 2014 at 03:22 AM

First, use a Quad, not a Unity Plane to display the animation. You will need a reference to the camera's transform. Using this reference, in a script on the Quad you can do:

  transform.rotation = camTrans.rotation;

If you want the Quad to remain upright but align itself with the camera the best it can, you can do:

 var dir = camTrans.forward;
 dir.y = 0.0;
 transform.rotation = Quaternion.LookRotation(dir);
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avatar image maximus9600 · Nov 06, 2014 at 06:37 AM 0
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Thank you so much for your suggestion. But I would also like to know what would be the difference between using a Quad and a plane to play the image sequences

avatar image robertbu · Nov 06, 2014 at 06:42 AM 0
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In terms of playing, there is no difference. A Quad has 4 vertices and 2 triangles. A plane has 121 vertices and 200 triangles. So you save some memory using a Quad. But the real difference is orientation. A quad with a rotation of (0,0,0) is vertical, faces (i.e the side that displays) negative 'z'. A plane with rotation of (0,0,0) faces upwards. Having a vertical Quad makes calculating the rotation easy. Getting the rotation of a Plane right is harder. Often the easiest solution for a Plane is to use an empty game object to make the rotation like a Quads default rotation.

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