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Question by cgsuper77 · Sep 01, 2011 at 07:09 AM · augmented-realitymayaqualcomm

Maya to Unity guidelines for Qualcomm AR SDK

Hello all, I have a few questions regarding some guidelines in preparing a Maya scene for optimal performance for augmented reality using the Qualcomm AR SDK within Unity.

Here is a quick itemized list of the answers we are seeking;

  1. what polycount out of Maya we should be aiming for. The last software package we were using called for 10-12K for mobile. Does anyone know what would be considered an ‘optimal’ polycount for the entire scene for a mobile AR app?

  2. In Maya, should we be exporting our FBX scenes (or saving them for direct .mb import) at a particular FPS setting? The last package we used, called for the scene to be exported at 15 frames per second to work properly for mobile export out of their SDK.

  3. Can we import animation from Maya using constraints, standard parenting, as well as joints into Unity? Is there a limit on how many joints should affect each vertices?

  4. Lastly, for proper AR support and optimal performance, what file format for textures is best? Also, what format would be best for textures with transparency?

Thanks everyone!

Best regards,

Jeff

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Answer by cgsuper77 · Sep 02, 2011 at 04:27 AM

Really just need an answer to #2, does Unity interpolate FPS automatically?

Thanks,

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Answer by Mickman · Jun 08, 2012 at 07:36 PM

I imported a Maya FBX model for Vuforia AR some months ago.. I used FBX as tis is the only way to import into unity. As for polycount. I'd say anything that relates to mobile usage will work with Vuforia. keep textures limited.. ie. not too much bump mapping. standard shadows etc.. have you tired STRING instead of Vuforia ? Might be worth checking out too as you can do perform Realtime AR tests inside Unity with STRING.

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