Unity3D Kudan SDK Markerless Augmented Reality Help Guidance - c#

hey all
I am developing a furniture design augmented reality app for my dissertation and need quite a bit of help as I can't find it else where with tutorials etc.
I am doing this in Unity using the Kudan SDK AS it is pretty much the only available sdk that has SLAM technology (markerless) whereas the rest don't and others charge £2000+
I need help with implementing functions for Positioning/moving objects placed in the real world through my iPhone
I need help with implementing functions for adjusting/resizing objects through my iPhone using my fingers on the touch screen
Anyone have a tutorial/script/guidance they can help me with this?
Looking at a drop down box button that when clicked will open the drop down and each drop down item is assigned to an object. Thanks in advance.

you can use a plugin for Unity its called Lean Touch and its Free. It has exactly what you want to achieve with 0% coding.

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Unity android Native Camera as WebcamTexture

Can someone help me about to use the Native Camera of Android in Unity the same way we use WebcamTexture? I want the "camera preview image" in Unity as a texture2d or texture.
Thanks in advance.
I did it once using https://bitbucket.org/Unity-Technologies/graphicsdemos as starting point. You are going to be interested in the RenderingPlugin.cpp.
Back in the day I had to use code in Java as bridge to Android NDK since it was not possible to plug an ImageReader in the camera feed on the C level due to security reasons.
It looks like things got updated and it might be possible to simplify the architecture by using https://github.com/googlesamples/android-ndk/tree/master/camera.
Hope this helps.
ps-> In case you want to do a code walkthrough I put together an end-to-end demo here https://github.com/robsondepaula/unity-android-native-camera

Kinect 2 skinning a model

I am looking at using the Kinect version 2 for PC to control an avatar, i.e. apply a skin to the body basics example provided by Microsoft.
The avatar isn't to be used in a game or anything at this point. I simply plan to be able to control the avatar using the Kinect 2 and record to .avi. I have already implemented a demo where I can record the Kinect footage of the skeleton directly to .avi.
After searching I found that it was possible to control an avatar with the original Kinect using XNA game studio. As XNA game studio seems a bit out dated now and I'm unsure if it would be compatible with version 2, would there be an alternative approach? Does anybody know of a project where someone has done this already? Or can anyone suggest a good approach to take to do this?
I have also seen some articles referring to a plugin that lets you use Unity with Kinect 2 but from what I can see I don't believe this is publicly available?
Many thanks for any help.
Yes, the unity plug in works great and its the best out there. the creator its call rumen, he will help you if you need it help but ofcourse you have to pay the plugin 1st. its worth it, it makes kinect way simpler.

Moving a ball with accelerometer Windows Phone 8

I'm learning for windows phone 8, and i wanted to write an app where i can move an image using the accelerometer, not a level detector, i want it to move just like in labyrinth games. How would i make this happen? Does anyone have any good samples/turials/explainations or similar? I have been searching the web for two days now, trying to be integrating it. It will be used for a very simple learning-game for myself since i learn alot from samples. I have started my project as a normal app, since this is what i absolutely like to develop with, the UI design, etc, i have already created a basic UI, and also things the ball can collide into, things like arcs and stuff(controls). I am writing it in C#, i also got a little knowledge from java game development (not very much).
Thanks alot!
There aren't any samples (AFAIK) that do exactly what you describe.
If you really want an accelerometer/labyrinth game, there's a C++ sample at http://code.msdn.microsoft.com/wpapps/Marble-Maze-sample-for-c9f3706b
Alternatively, there a lot of other samples to learn from.
These should keep you busy for a while: http://code.msdn.microsoft.com/wpapps/

Kinect SDK 1.7 - How to work with both hands

I´m trying to work with Kinect SDK 1.7 in WPF and C#. I found some tutorials, but nowhere I cannot find how to work with both hands at once (in my Kinect Region i only see just one hand at any time).
Please can you help me, how to do that? I´d like to this this for zooming in maps!
Thank you very much!
I don't think that making Zoom is easy but there is a way of showing the two hands. You have to go in the source code of the dll and make a small change.
http://social.msdn.microsoft.com/Forums/en-US/7e00d05d-8b97-4838-b3d6-76a71c4d3166/how-to-use-two-hand-cursors-simultaneously-using-kinect-interactions

How should I start playing with 3D?

I'm a developer for just about 6 months now, and since I enjoy programming I've started little programs such as encripters, calculators, tools, stuff to play with DropBox (hehe), stuff that play with bitmaps, drawing graphics, and even a program to update the MSN display image according to the artwork of the music you're listening yo on iTunes.
One of my other hobbies is 3d modelling (completely amateur) and I'd like to mix these hobbies together! So I've read a little about it and figured I'd have to have good notions on geometry, math, point spacial position (which I do, from my 3d modelling experience), but I don't know how to use API's for it, so I've 'simulated' simple 3d with a simple program I've made (a spinning cube).
Here are some questions:
1) What would be a nice 3d development tool for a .NET programmer like me?
2) Is there a way of using 3d models made in 3DS Max ? (I intend on modelling characters)
3) What knowledge should I have in order to render it, and move it around ?
4) Which API should I use ?
NOTE: Not a dupe, I'm asking for directions specific for .NET development possibly using 3ds MAX, and there were no questions about it so far
EDIT:
I've got three answers that seem quite nice, so let me specify a little and maybe you can tell me what's the more appropriate tool.
What I'd like to build soon would be like:
portable (click'n'run, no need to install, and (hopefully) no need to send DLL's along)
"3D embedding" in winforms application, like a picturebox you could render in.
Real winforms application-like (having all System api's like IO, Drawing and etc)
The development enviroment would be nice if it:
Had the possibility to import existant 3D models (not a must, but a plus)
Had the ability to create 3d models programatically (a must)
Possibly has a tool for materials and textures (that would be a huge plus)
Is Well known (high availability of tutorials, questions in S.O., forums..)
And it would be really nice if I could use C# all the way :)
I'm going to provide another vote for XNA. The comment that it's too "game centric" is a non-starter - it provides a rendering loop with feedback on how fast everything is running so you can adjust your rendering to try to maintain a specific framerate (if you want). This isn't particularly game-centric as it's something that most 3D applications should worry about. The only thing that's really unusually game-centric about it is that it provides easy access to game controllers. Feel free to ignore that bit if you don't want to use it.
The only downside for you using XNA is your requirement that it be click'n'run, XNA has a redistributable that you have to worry about. Note that Win7 has this installed by default, but Vista and earlier don't.
EDIT:
XNA is made for applications that are strictly 3D. As such it doesn't natively support using typical windowing controls inside of an XNA project. But, there are ways around this...
A few useful links. Embedding XNA in a winform : http://forums.xna.com/forums/p/6471/34180.aspx#34180
WPF controls directly inside an XNA project : http://www.c-sharpcorner.com/UploadFile/iersoy/256/Default.aspx
Personally, I found XNA a little too "Game Centric" for my tastes. I was more interested in design/architecture type uses.
You may find SlimDX more to your liking.
Even though there are great suggestions in this post already(such as SlimDX and XNA), I'd just like to mention OpenTK.
OpenTK is closer to OpenGL than Direct3D, but it might be the best solution for cross-platform 3D .NET applications.
Since you are using C#.Net, the XNA library will be excellent for you. It is free off the Microsoft website and integrates into the VS IDE. A lot of available tutorials around to help get started.
Also, if I remember correctly. to use a 3d model in XNA, simply export the completed model as (.X). It can then be loaded into your work.
I vote you try Blender. www.blender.org
It's free, open source, and has a great community both on forums and IRC. Progress on the app is pushed forward by major community projects every year, some of which are movies and games and have won some awards. It is gaining industry acceptance as a way to model extremely fast.
Downsides: It's not considered as "pro" as Maya or ZBrush, and it has a very different brain about interface. Learning curve can be interesting, depending on how you learn and how much help you receive.
Upsides: It's free, great community, updated regularly, many tutorials and community projects to work on.
Community:
Blender channel on IRC
Blenderartists forums
Previous community Projects:
Elephant's Dream
Big Buck Bunny
My vote goes for Povray. It is a 3d renderer with a c-like syntax language. It doesn't satisfy your .net needs, but if cool non the less for 3d rendering. If you any kind of interactivity XNA is probably your best best. But I'm interested in your finds.
Re: "Has the ability to create 3d models programatically (a must)"
A few pointers:
Polygon Triangulation
(Dr. ?) Jonathan Richard Shewchuk's Triangle library
Dr. Hang Si's TetGen library
Constructive Solid Geometry
GNU Triangulated Surface Library
There are no .NET libraries I am aware of that allow you use the above mentioned libraries/techniques. You will have to use PInvoke or C++/CLI in order to make calls to these libraries from the managed world.

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