Models Shaking Fix

+1 vote
asked Jun 16, 2018 by dyuldashev (130 points)
Hello everyone,

Extremely simplistic models are shaking a lot in Easy AR. It has been a while, and Easy AR has not addressed this problem yet. In this forum, you stated that you would write a thorough tutorial in September, 2017l:

https://forum.easyar.com/portal.php?mod=view&aid=16

I found a few posts, but they are not useful much, as authors do not explain anything in details.

If you guys have a solution to this problem, please share it here.

Easy AR, please, either fix this jittery models issue, or at least write a tutorial on how to do it.

Thanks.

2 Answers

0 votes
answered Jun 19, 2018 by albert52 (31,890 points)
Can you send your image to us?
commented Jul 1, 2018 by chuakc92 (140 points)
I second this. My models are shaking a lot as well. I tried setting the ARCamera to Specific or Camera. Didn't work. I used the code here in https://blog.csdn.net/an050602/article/details/69597746 as well in my ImageTargetBehavior. Didn't work.
commented Jul 3, 2018 by albert52 (31,890 points)
The problem of image itself needs to be eliminated first.  Can you show us  your image ?
commented Jul 3, 2018 by chuakc92 (140 points)
I already sent you the image in the other thread. Here it is again: https://imgur.com/a/zyxGUti
0 votes
answered Sep 28 by dysundberg (140 points)
I'm using EasyAr 3.0 with Unity, and I found that adding this smoothing function to the ImageTargetController's OnTracking() function works pretty well. In my case, I actually am inheriting from the class and overriding the function, so it looks something like this:

public override void OnTracking(Matrix4x4 pose)
    {
        base.OnTracking(pose);

        // Rotation Smoothing
        const float smoothingSpeed = 30.0f;
        float timeFactor = Quaternion.Angle(lastRotation, this.transform.rotation) * smoothingSpeed * Time.deltaTime;
        lastRotation = Quaternion.RotateTowards(lastRotation, this.transform.rotation, timeFactor);
        this.transform.rotation = lastRotation;
    }
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