11 Changes in iOS 11 Which You Should Be Prepared For
iOS 11 is on the way. Check out how it might affect you!
...Compass/bearing integration • Angle/elevation measurement display • Custom visual grid overlays • User input through simple one-tap selections • Data logging against predefined sectors • Exportable results/reporting The app should prioritise: • Accuracy • Simplicity • Fast field use • Good usability in outdoor environments Ideal Developer Looking for someone experienced with: • iOS app development • ARKit • Camera overlays • Gyroscope and compass sensors • Mobile UI/UX design • Location-based or surveying apps would be advantageous Project Scope Initially I am looking for a prototype/MVP to test the concept and accuracy. If successful, there is potential for further development. Please include: 1....
...and place 3D objects * Allow users to: * View 3D models in real environment * Rotate, zoom, and move objects * Interact with displayed objects * Reset or reposition AR objects * User-friendly interface suitable for students/trainees * Smooth AR tracking and stable object placement ### Technical Requirements: * Experience with AR development using: * Unity + AR Foundation / ARCore / ARKit * or equivalent AR technology * Ability to integrate 3D models into AR environment * Optimize application performance for mobile devices * Provide source code and project files after completion ### Deliverables: * Fully functional AR mobile application * Android APK and iOS build * Complete source code * Basic documentation on system usage and setup * Guidance for future updates...
...character import, a complete environment, cinematic camera and lighting, ambient and triggerable effects, Phoenix descent/emergence, tracker integration, quality presets, optimisation and full editable delivery. WHAT I ALREADY HAVE I have a completed custom head-and-neck Phoenix avatar with: - Skeleton and rigging - Head and neck movement - Lower-beak and jaw movement - Eye and eyelid movement - 52 ARKit/MediaPipe facial blendshapes - PBR materials and textures - Dark charcoal/black feathers - Molten-orange emissive cracks - Glowing orange eyes - Modelled mouth cavity and tongue - Blender source, GLB and texture files The model and tracking have already been tested and confirmed functional in Unreal Engine. I also have a working application called Phoenix Tracker. It sends ...
I need an experienced 3D character artist to create a real-time phoenix head-and-shoulders avatar for an existing webcam face-tracking app. I will supply reference images, an...hooked beak, flame-style crest and ember colours. It must not look like a dragon or generic eagle. Most important: separate lower beak with a correct hinge, fully modelled mouth interior, tongue, palate and throat. Milestones: Character blockout/open-beak design Final sculpt and mouth anatomy Real-time retopology/UVs, 40k–120k triangles PBR textures/emissive materials Skeleton and skin weights 52 ARKit/MediaPipe blendshapes Final GLB integration Required nodes: Root, NeckLower, Neck, Head, BeakLower, EyeLeft, EyeRight. Deliver editable .blend, final .glb, textures and test videos. Full commercial ri...
...need to be lifted 90deg front/side/back and this should be considered when weight painting the bottom of the jacket below the belt to minimize distortion. • Body rig: UE5.8 mannequin-compatible skeleton (root, pelvis, IK, twist bones, etc.) ready for retargeting and Live Link streaming. • Facial rig: Full facial mocap compatibility—blend-shape or joint-based system that supports the standard 52 ARKit shapes (or an equivalent set that Unreal recognises out of the box). • Exports: Clean .blend plus FBX and UE asset folders so I can test import with zero errors. Acceptance criteria 1. Mesh passes Unreal’s mesh validation with no non-manifold edges or stray verts. 2. Skin weights deform smoothly in Blender and inside UE with default animations as well as l...
...convey scale, context, and atmosphere without resorting to heavy staging or warm filters—clean lines and natural light are key. Second, I require a highly detailed 3D model that includes accurate textures, materials, and environmental context. Once the model is complete, it must be viewable through an Augmented Reality layer so users can explore the space interactively on mobile devices (ARCore/ARKit) or a lightweight WebAR viewer. Typical pipelines might involve Blender or SketchUp for modeling, Substance tools for texturing, and Unity or Unreal for the AR build, but I am open to alternative stacks as long as the end result is smooth and reliable. Deliverables • Photo set (minimum 20 edited images) • 60–90 second video, 1080p or higher • Optimised 3D...
...touch input, and trigger a short success animation once caught. Bright, Pokémon-inspired visuals are key, so I’ll need the creature rendered in a playful, cartoon-like style rather than realistic shading. A lightweight prototype that runs reliably on modern mobile devices is enough for this first phase. If you prefer Unity with AR Foundation, that’s perfect because it gives us flexibility for both ARKit and ARCore later, but I’m open to any engine you’re comfortable with as long as it supports plane detection, hit-testing, and persistent anchors. Deliverables for this milestone: • One tappable AR creature rendered in a cartoon style • Capture logic with a simple success state and counter • Basic UI showing how many creatures the...
...smooth navigation in augmented reality so a client can explore the design at true scale on site or in an open area. Here’s what I will hand over: • The optimized Unreal Engine project containing the full Archviz scene (materials, lighting, and baked assets). • Reference videos that illustrate the kind of waypoint‐to-waypoint movement I’m after. Your side of the work: • Configure AR session (ARKit / ARCore) inside Unreal so tracking is tight and drift is minimal. • Build an intuitive navigation system (tap-to-move, waypoint icons, or similar—open to your proven approach) that keeps users oriented in real space. • Package and deliver an .ipa/.apk that I can test on both iOS and Android. Acceptance will be based on: • Accurate...
...Generate the 52 ARKit blendshapes - Use ShapeKeyGen (Blender addon) or equivalent method, which automates most of the work. - Strict Apple ARKit naming convention (eyeBlinkLeft, jawOpen, mouthSmileLeft, etc.) 2. Add the 15 Oculus visemes - viseme_sil, viseme_PP, viseme_FF, viseme_TH, viseme_DD, viseme_kk, viseme_CH, viseme_SS, viseme_nn, viseme_RR, viseme_aa, viseme_E, viseme_I, viseme_O, viseme_U 3. Check/rename eye bones - Bones must be named LeftEye and RightEye (for gaze tracking) 4. Test in - Export a test GLB - Load it in - Confirm that lip sync and facial expressions work - Screenshot or short video as proof DELIVERABLES - (Jim with 52 ARKit + 15 visemes) - (Jane with 52 ARKit + 15 visemes)
...52 ARKit facial blendshapes required for live face-tracking and lip-syncing. Because this model will be rendered in a web browser, maintaining the current polygon count and keeping the file size strictly optimized is a top priority. Scope of Work: Custom Body Rigging: Create a clean, logical skeletal rig from scratch tailored to the provided 3D fox mesh. Precise Weight Painting: Accurately bind the mesh to the skeleton. Ensure all joints (shoulders, elbows, knees, and tail) bend naturally without the mesh tearing, warping, or stretching awkwardly. Facial Blendshapes (ARKit): Manually sculpt the standard 52 distinct facial expressions required for standard face-tracking and lip-syncing. Technical Constraints: Strict Naming Conventions: All 52 blendshapes must follow t...
...can craft and package them for both iOS and Android. The overall vibe should be light-hearted and playful, so think bright colors, quirky animations, and effects that make users laugh the moment they open the camera. Core functionality must include: • Facial recognition • Animated effects • Sound effects Feel free to build with the frameworks and tools you know best—Spark AR, Lens Studio, ARKit / RealityKit, or ARCore—so long as the final filters run smoothly on recent versions of iOS and Android and can be dropped into a React Native (or plain native) project without major refactoring. I’ll provide brand guidelines and any artwork you need; you handle the tracking, animation, and audio sync. Deliverables: • Working face-filter packa...
I’m building a “recipe” style experience for flower lovers: the user picks their blooms, points the camera at an empty vase, and the app overlays step-by-step placement cues so they can build the exact arrangement they have in mind. It needs to run smoothly on both iOS and Android, drawing on ARKit and ARCore to give real-time, device-specific guidance. The core flow is simple. A shopper browses or searches for designs, tweaks anything—flower types, colours, vase height, overall style—then watches as on-screen markers show precisely where each stem should go. As they place each flower the model updates, so the guidance always reflects what is already in the vase. What I need from you • Universal mobile build (native Swift/Kotlin or a shared frame...
...with exposed skin around eyes, mouth, nose, hands and feet. Brown fur body. Provided as a clean A-pose GLB mesh, ~60K quads, with textures embedded. **What I Need** 1. Full body skeleton, UE5-compatible, weighted to the mesh 2. 52 ARKit facial blend shapes on the face — emotional expressiveness is the priority, NOT phonemes (character is non-verbal) 3. Blend shape names must match ARKit spec exactly for Live Link Face compatibility 4. Delivered as rigged FBX ready for Unreal Engine 5 import **Technical Requirements** - UE5 delivery experience required - ARKit blend shape work required — please show examples in your portfolio - Live Link Face familiarity preferred - Creature rig experience preferred over standard humanoid **Timeline** ASAP **Budget**...
...the app, walks away, and reopens it, the object must remain strictly anchored to its original real-world location and not "follow" the user's camera view. 4. Enable proper Plane Detection to prevent objects from floating awkwardly, and implement a Distance Threshold check to prevent nearby objects from overlapping or clustering together. Freelancer Requirements: Proven experience working with ARKit and Flutter AR integrations. Strong understanding of combining geospatial data/sensors (GPS and Compass) with AR tracking environments. Must own a physical iPhone to locally test and debug the AR tracking before delivery, ensuring absolute accuracy. This English version uses precise industry terms (Geospatial persistence, Plane Detection, Distance Threshold)...
...to me: • A realistic-looking female character • Natural-sounding mouth movement while I speak • Head motion and expressive facial tracking • Seamless integration with OBS and TikTok Live Studio • A workflow simple enough for someone new to VTubing Because I’m still learning, I’m not sure whether a 2D or 3D model is better, which tracking pipeline to pick, or if I should lean on iPhone ARKit, webcam software, or another option. I’m looking for your professional recommendation on the entire stack plus the creation of the avatar itself. Please outline: 1. Which route (2D vs. 3D) you feel best hits the realism and smoothness I want, and why. 2. The exact tools you would use for face and head tracking, including any optional h...
...the provided flat PNG reference to redraw and separate the character into a high-resolution, Live2D-ready PSD. Layering: Fully separate all body parts, facial features, and clothing for full-body physics rigging. Advanced Mouth Chart (Crucial): Our platform uses an audio-analysis library (wawa-lipsync) to automate speech. The mouth cutting must include the separated layers necessary to support ARKit / Perfect Sync mouth forms (specifically the A, I, U, E, O vowel shapes) so the AI can lip-sync cleanly. Stage 2: Expressions & Rigging Standard Rigging: Full-body VTuber-style rigging including breathing, hair/clothing physics, XYZ head and body angles, and eye tracking. 3 Custom Expressions: Must be built so they can be toggled dynamically via code. Excitement: Sparkle/star...
We build real-time interactive 3D character companions (Godot engine, glTF pipeline). We have AI-generated character meshes that need to be turned into clean, fully rigged, animation-ready avatars driven by ARKit-52 blendshapes (facial mocap / lip-sync / gaze). This is an ONGOING need — we have several characters to produce and are looking for a reliable long-term collaborator, not a one-off gig. First character: "Circo", a stylised puppet (top hat, teal hair, Día-de-los-Muertos face paint, two gloved hands). WHAT WE PROVIDE - High-res textured mesh (GLB + FBX, PBR textures), ~15k quads, 4 parts: face, top hat, two hands. - Reference video + concept images. - Target engine: Godot 4 (glTF, morph targets + skeletal rig). DELIVERABLES (per character) 1. Retop...
...support natural facial expressions include subtle idle animations maintain eye contact naturally run smoothly in realtime The goal is to achieve realism close to MetaHuman quality, while still being optimized enough for stable realtime performance. Technical Requirements Looking for experience with: realistic 3D human avatars GLB / GLTF / VRM workflows facial rigging blendshapes / morph targets ARKit-compatible facial expressions visemes / realtime lip sync NVIDIA Audio2Face compatibility realtime rendering pipelines Preferred runtime environment: / React Three Fiber The current system is web-based, so compatibility is strongly preferred. Deployment Requirements The solution must be self-hosted / owned by us. We do NOT want dependency on external SaaS avatar services
We need a 3D humanoid avatar for a real-time AI digital companion. The avatar must be optimized for web/mobile use and support real-time speech lip sync. Our current GLB is not usable because it has no morph targets/blendshapes and no jaw setup. Scope: Create or rework one avatar for real-time facial animation. I ...engines/web viewers. glTF morph targets are required for mouth animation. Provide naming for visemes/blendshapes and a short integration note. Keep polygon count and textures optimized for browser/mobile deployment. Deliverables: source file, final exports, textures, rigged avatar, viseme list, test animation, and one sample lip sync clip. Please share past work with facial rigging, visemes, ARKit/Oculus blendshapes, Ready Player Me, VRM, VTuber, MetaHuman, or gam...
I'm seeking an expert to help move a desktop operating environment to an AR environment. Key Requirements: - Convert content (3D models, images, videos) to AR - Platform guidance (ARKit, ARCore, WebAR) - Overall project strategy development - Evaluate compatibility with INAIR suite and suggest alternatives if needed Ideal Skills and Experience: - AR development expertise - Strong background in AI integration - Experience with multiple AR platforms - Strategic planning and project management skills CPA/CFP practice specializing in senior/retirement planning, interested in website and article/book publishing. Note: Client is experienced with AI and will play an editorial role in its utilization.
... Right now I only need the city blocks and towers; roads, vehicles, parks, or interiors can wait for a later phase when I start adding zombies and gameplay logic. By the end of this first batch of sessions I should confidently launch the app, see the skyline appear in AR, orbit around it, and tweak textures on my own without your help. If you regularly teach Reality Composer or have shipped ARKit scenes of this scale, I’d love to schedule the first session and get started....
...smooth checkout—but two elements are non-negotiable: • Size guide integration: every product page must display a dynamic, easy-to-update size chart that scales well on mobile and desktop. • Virtual try-on powered by Augmented Reality: shoppers should tap “Try It” on their phone or laptop camera, see the garment overlaid on their body in real time and move naturally. I’m open to WebXR, 8th Wall, ARKit/ARCore bridges—whichever gets us a friction-less, browser-first experience without forcing people to download an extra app. Deliverables 1. Responsive storefront, product, cart and checkout pages fully skinned to our brand guidelines. 2. Back-office dashboard where I can upload SKUs, images, inventory levels and adjust size charts. 3. A...
...exact spot they experienced something and makes it discoverable to anyone who passes by with the app open. Imagine a bird-watcher pointing an iPhone at a tree and instantly seeing a floating note of the rare warbler someone logged there earlier; that same mechanic can power art walks, campus tours, or hidden offers outside a shop. This first release is iOS-only, so the build should lean on Swift, ARKit, Core Location, MapKit (or an equivalent), and a lightweight real-time back-end such as Firebase or Supabase for rapid iteration. Core functionality I need implemented: • User profiles that store a username, avatar, bio, and basic stats. • Posting and viewing AR content: photo, short video, or text that anchors to GPS coordinates and appears in 3-D space through t...
...(Bidirectional): Bridge profile. - nostril_width (Bidirectional): Nostril flare. Mouth: - mouth_width (Bidirectional): Mouth breadth. - lip_fullness (Bidirectional): Lip volume. - lip_shape (Bidirectional): Lip shape variation. - mouth_corner_up_down (Bidirectional): Resting mouth corner position. 5.7 Facial Animation Blendshapes (ARKit 52) Must support the full ARKit 52 standard or a documented equivalent that maps cleanly to it. The minimum set below is non-negotiable; the rest of ARKit 52 is expected for compliance. Eyes: blink_L / blink_R, eye_wide, squint_L / squint_R Brows: brow_up_L / brow_up_R, brow_down_L / brow_down_R Mouth: jaw_open, mouth_smile_L / mouth_smile_R, mouth_frown_L / mouth_frown_R, mouth_funnel, mouth_pucker, mouth_press, mouth_stretch, sn...
...(Bidirectional): Bridge profile. - nostril_width (Bidirectional): Nostril flare. Mouth: - mouth_width (Bidirectional): Mouth breadth. - lip_fullness (Bidirectional): Lip volume. - lip_shape (Bidirectional): Lip shape variation. - mouth_corner_up_down (Bidirectional): Resting mouth corner position. 5.7 Facial Animation Blendshapes (ARKit 52) Must support the full ARKit 52 standard or a documented equivalent that maps cleanly to it. The minimum set below is non-negotiable; the rest of ARKit 52 is expected for compliance. Eyes: blink_L / blink_R, eye_wide, squint_L / squint_R Brows: brow_up_L / brow_up_R, brow_down_L / brow_down_R Mouth: jaw_open, mouth_smile_L / mouth_smile_R, mouth_frown_L / mouth_frown_R, mouth_funnel, mouth_pucker, mouth_press, mouth_stretch, sn...
I need a lean, cross-platform AR app that can read a QR code, fetch the referenced 3D asset, cache it locally, and immediately overlay it on the live camera stream. Both Android (ARCore) and iPhone (ARKit) must be supported with identical behaviour and a clean, clutter-free UI. 3D assets will be supplied by me in the correct resolution and format; you will not need to create or optimise the models, only render them accurately in real scale. My preference is to bundle these assets inside the app so the experience works offline, but if package size becomes an issue I will give you access to a small HTTPS server from which the files can be downloaded on first launch. Core flow I am after: 1. The user points the camera at a QR code. 2. The app resolves the code into a specific model I...
Requiring a 3D humanoid model based off a provided picture (if selected) File type needed: “.glb” It needs to use Mixamo skeleton layout, as well as have LeftEye and RightEye bones for movement. The skeleton also needs to have specific rotations to work with Talkinghead (), also see attached file, requires 52 ARKit blendshapes needs 15 Oculus visemes (labelled as "viseme_XX") high quality texture is a necessity, as realistic as possible
I’m building a location-based, multiplayer AR experience that turns a 25 × 25 ft pavilion floor into a living ...South Indian patterns and colours. • Unity-ready 2D/3D assets (textures, materials, simple VFX) that keep performance smooth on current iOS and Android handsets. • Interaction mock-ups or lightweight prototypes showing how players’ real-time movement updates tile ownership and score feedback. • Clear documentation so my dev team can plug your assets straight into AR Foundation / ARCore / ARKit. Acceptance criteria: assets import into Unity without errors, retain visual fidelity under AR lighting, and tile-change feedback remains readable from typical phone viewing distance (about 1.2 m). I’m available for quick feedback cycl...
Job Title Build a Realistic Female Live Avatar for Unity (Humanoid Rig, ARKit 52, Real-Time Presenter Use) Project Overview I am looking for a highly skilled character artist / technical character freelancer to build a realistic adult female humanoid avatar for a live AI project called Symboldom. This is not for pre-rendered video only. This is for a real-time interactive virtual presenter that will later integrate with: Unity as the main runtime AWS backend infrastructure real-time speech / lip sync future conversational systems future facial driving / live animation systems The avatar must be built to feel like a real human world presenter: intelligent, warm, composed, authoritative, elegant, and believable in close-up. Required Direction The avatar must be: realistic hum...
...complete set of 52 facial shape keys. These will cover every standard expression and phoneme—blinks, eye-squeezes, jaw opens, smiles, frowns, lip curls, puffed cheeks, etc.—so the face can handle full dialog and emotion ranges. What you’ll receive • The clean, quads-only mesh in a .blend file • Reference images showing the art style and target deformations • A naming template (largely following ARKit / FACS conventions) What I need back • The same .blend with 52 non-destructive shape keys, clearly named and grouped • Keys that deform naturally without mesh tearing, volume loss, or eyebrow drift • Symmetry respected where appropriate; asymmetry only when the expression calls for it • No extra modifiers—just...
Prepare a 3D character for real-time web use including: • 52 ARKit blendshapes (clean and optimized) • Basic rig setup for animation (if required) • Animation states (idle, speaking, listening, subtle gestures) • Facial expression refinement (more natural and approachable look) • Hair color adjustment and minor visual tweaks • Export as optimized GLB/GLTF for Includes preview stage for expression alignment before final delivery.
...precise Metahuman creation, cinematic-grade setup, and hands-on Unreal Engine development. The final asset will be integrated into the embodiment in AWS featured in live streaming in cinematic form, so photographic realism, correct facial topology, and believable motion are critical. Here is what I have in mind: AVATAR CORE] 1. or (full rig) 2. All PBR textures 3. ARKit/blendshape facial rig 4. Hair/groom assets [ANIMATIONS] 5. Idle, talking, breathing animations 6. Expression animations (happy/sad/curious) 7. Additional gesture loops [UNREAL ENGINE PROJECT] 8. Full UE5.7 project folder 9. Imported avatar assets (skeletal mesh, materials) 10. Animation blueprint 11. Character blueprint 12. Facial controller blueprint [PIXEL STREAMING] 13. Full packaged Pixel
...the integration between Flutter and Unity so that: 1. User selects a destination in Flutter UI 2. Data is sent to Unity 3. A* generates a correct path 4. Unity opens camera and renders AR navigation path correctly in real-time Requirements: - Strong experience with pathfinding algorithms (A*) - Strong experience with Flutter - Experience integrating Unity as a Library - AR Foundation (ARKit / iOS) - C# scripting in Unity Important: - Improve and complete the existing A* implementation (do not replace it entirely) - Do NOT replace Flutter with Unity UI - The task is integration and fixing the AR + pathfinding issues, not rebuilding the app Testing Requirement: - The final solution must run on my iPhone (iPhone 15 Pro) Deliverables: - Fully working end-to-end ...
...garments drape realistically, and switch to an AR view that overlays the chosen top, shirt, pant or skirt on their live image. I’m comfortable handling the research and UI, but I need an experienced developer to turn the concept into a production-ready plugin. Performance has to be smooth across browsers, iOS/Android devices and desktop environments—WebGL / on the web and perhaps Unity, ARKit, ARCore or OpenXR under the hood are all acceptable so long as the final package stays lightweight and easy to integrate. Core requirements • Cross-platform SDK or script bundle with clear import steps for Web, iOS, Android and desktop apps • 3D garment rendering with proper cloth physics (OBJ, FBX or GLB pipeline is fine) • Real-time AR fitting mode tha...
... How you will generate and export E57 files. What technology stack / frameworks you will use. How you will maintain real scale accuracy for floorplan measurements. Your estimated timeline. Examples of similar apps or 3D scanning projects you have built. If your proposal does not explain the full development process clearly, it will not be considered. Required Skills • iOS Development • ARKit / LiDAR API • Point Cloud Processing • 3D Geometry Processing • Swift / SwiftUI • Experience with scanning or photogrammetry apps Target Users Real estate professionals Architects Interior designers Floorplan drafting services Deliverables • iOS LiDAR scanning application • Accurate point cloud capture • E57 export functionality • ...
...Tactical, The Sufferer, The Superstitious, and The Influencer. • **MetaHuman build** – Using MetaHuman Creator or equivalent workflow, craft custom face/body morphs, photoreal skin shaders, and bespoke clothing/accessories. Final result must load in MetaHuman framework with clean LODs, groomed hair, and ready-to-animate materials. • **Rigging & animation** – Unreal-friendly control rig, facial ARKit blendshapes (40+ minimum), and showcase animations: walk cycle, goal celebration, referee complaint, prayer pose, and 3 lip-sync test phrases in Portuguese. • **Unreal Engine 5 integration** – Import, set up materials, test rig, and deliver turnkey UE5 project with cloud streaming test link. **Payment:** Structured in 4 milestones (Concept &rar...
...earthquake-disaster management concepts. The play experience must remain simple—just a single scene where the ground shakes, buildings wobble, and the player can trigger or pause emergency responses through a short C# script. Platform The experience will be delivered as an AR game built with Unity. I’m targeting the standard mobile AR pipeline, so please structure the project so it can be switched to ARKit or ARCore later without major rework. Scene Content The environment only needs the essentials: • Buildings • Roads No complex destruction physics are required; a convincing camera shake, subtle object animation, and some particle dust will do the job. Keep meshes low-poly and textures lightweight so the scene stays performant on mid-range phone...
...visualise the collected data; the app will also provide over-the-air updates and diagnostic logs. • Clean, investor-ready demo: boot, pair, run a scripted scenario, and reset without developer tools. Preferred toolchain/environment Embedded Linux or RTOS on a low-power SoC (Snapdragon XR, similar), TensorFlow Lite or Edge Impulse for on-device models, BLE/Wi-Fi for connectivity, Unity/ARCore/ARKit or an equivalent lightweight AR SDK for the display layer, and React Native or Flutter for the application—open to alternatives if they reduce time-to-demo. Acceptance criteria 1. Prototype glasses operate untethered for at least 1 hour of mixed AR, voice and sensor use. 2. Voice intent accuracy ≥90 % in a quiet room. 3. Latency from sensor read to app dashboar...
...overlays, setting up interactive walkthrough paths and adding concise 3D animations that reveal how each site evolved over time. Here’s what I’ll look for in your proposal: • A brief outline of your modelling and texturing pipeline (Blender, Maya, Z-Brush, Substance, etc.) and how you handle mobile optimisation (poly budgets, LODs, PBR maps). • Your preferred tools for AR setup (Unity, Unreal, ARKit/ARCore) and any similar location-based projects you’ve shipped. • Indicative timeline and milestone breakdown from scan/data gathering through to final in-app testing. • Your current availability and bandwidth. Deliverables at each milestone will include the finished model (FBX or glTF), clean texture sets, animation files where needed...
...changes on clothing and the ability to add or remove accessories such as hats or glasses—directly inside Blender without touching the underlying mesh. Technical needs • Created natively in the latest stable Blender release. • Clean topology, subdivision-ready, UV-unwrapped and fully textured. • Full body + facial rig suitable for standard animation controls and realtime webcam tracking (ARKit, Live Link Face or similar). • All textures, materials, and separate accessory files included. Deliverables 1. .blend files for each character with complete rigs. 2. Exported FBX/GLTF versions with embedded textures. 3. A brief PDF or video walkthrough showing how to recolour garments and toggle accessories. When you reply, please outline: • ...
...installation instructions, object images, user journey. Some work already has been done but needs improvement to make it work professionally. You’ll optimise them further to build the AR based journey. Skills required: • Prior experience of implementing AR solutions mandatory. Demo of prior work is expected during the interview. • Strong experience in native mobile AR development • ARCore (Android) & ARKit (iOS) • Camera frameworks (CameraX / AVFoundation) • OpenGL / Metal • Marker-based tracking (image / QR detection) • 3D model integration & optimisation • Animation handling in AR • Mobile performance optimisation Deliverables (To be discussed further): 1. Source project with clean, well-commented code. 2. One signe...
...Unity real‑time project, so it must be clean, lightweight, and animation‑ready. Deliverables: • Ready Player Me avatar generated from my images/video • Match the cartoon style, proportions, and personality in my references • Neutral teaching pose • Idle animations (subtle breathing, head turns, natural movement) • 2–3 simple gestures (hand lift, nod, emphasis gesture) • Exported for Unity with ARKit blendshapes enabled • Clean folder structure + instructions for importing into Unity Requirements: • Experience with Ready Player Me • Ability to match character proportions and style • Basic animation skills (idle + simple gestures) • Understanding of Unity‑ready avatar export • Ability to follow reference exactl...
...standard iOS and Android devices without overheating the hardware. Required Technical Skills: Expert React Native Developer with experience in Native Modules. 3D Graphics Specialist: Deep knowledge of / React Three Fiber or Unity C#. Audio Engineering: Experience with WebRTC audio tracks and FFT/RMS analysis for lip-syncing. Asset Management: Experience with Ready Player Me avatars and ARKit-compatible blend shapes. Deliverables: A clean, modular React Native component for the 3D Avatar. The bridge logic linking Grok's live audio to the avatar’s facial movements. A fully functional demo: The user speaks, Grok responds, and the 3D tutor talks back with perfect lip-sync....
...product on both iOS and Android. Core build • Integrate the live avatar system so users can customise and animate their 3-D persona in real time. • Hook up the body-scan workflow (I will supply the libraries and reference assets) and make sure the scan data flows cleanly into our back-end. • Layer in the Augmented Reality mode that lets the avatar stand in a user’s real environment, using ARKit on iOS and ARCore on Android. • Create the supporting database structure for user profiles, scan files and avatar metadata, with secure cloud sync. What I bring to the table • Figma screens and interaction specs for every journey. • A clear user-flow document and acceptance criteria, so we can move fast without ambiguity. What I’m look...
I’m launching a location-based augmented-reality game and need a developer who can deliver functional builds for both iOS and Android within the next month. Players will move through the real world to discover digital items and challenges, so precise geolocation and smooth AR rendering are critical. My ideal workflow is Unity (or another cross-platform engine you’re comfortable with) paired with ARKit, ARCore, and a mapping solution such as Mapbox or Google Maps SDK. I’ll supply the game concept, core mechanics, and all 3D assets; you handle coding, integrating the location services, and packaging the apps for TestFlight and Google Play internal testing. Deliverables • Full Unity (or equivalent) project with clean, well-documented code • Compiled beta...
I want to give our customers the power to stand in their own bathroom, raise their phone and instantly see our shower doors, bathtubs, shower bases, glass panels and accessories appear at true-to-life scale. The app must run on both iOS and Android. Using ARKit and ARCore (or a comparable cross-platform engine such as Unity or Flutter’s AR plugins), the camera scan should detect walls, floor and ceiling, calculate real dimensions and create an editable room model automatically. Once the scan is finished, the user selects a product from our catalogue and places it in the space. For performance reasons basic 3D models are enough, yet the scale and orientation have to be exact. Inside the configurator the user can adjust three key options—Size, Finish and Glass type&m...
I’m looking for a mobile Flutter developer to help implement a specific part of a kids project. The project focuses on AR filters, where the child sees the content in front of them in the real ...During the experience: • Eye / face movement tracking • Capture an images at a specific moments • Send the images to an existing backend The backend is already implemented and handles image processing. No backend work is required. Scope of work: • Implement AR camera filters • Eye / face tracking • Image capture and API integration • Mobile side only Platforms: • Android (ARCore) • iOS (ARKit) Preferred experience: • AR Filters • Camera / Face or Eye Tracking • Android , iOS development (Flutter) The project is fu...
I need a skilled Flutter developer to plug a very specific feature set into my existing kids-focused mobile app. The task is all on the client side: build AR camera filters that work with ARCore on Android and ARKit on iOS, track individual eye movements in real time, and capture short videos at defined moments, then push those clips to a REST endpoint that is already live and documented. You will wire up the camera feed, layer the AR assets, implement per-eye tracking accuracy (not just general face gestures), trigger recording when my code tells you to, and send the resulting MP4 to the backend with the required headers and auth token. No UI beyond a minimal overlay is expected, so you can concentrate on the functionality itself. Deliverables • Flutter module(s) that expo...
...(to be proposed by freelancer) Budget: Open (hourly or milestone-based) We will evaluate proposals based on: technical understanding architecture decisions efficiency (not just price) Required Experience We prefer developers with experience in at least two of the following: BIM / Navisworks / IFC Unity or Unreal Engine WebRTC / Pixel Streaming GIS / GPS / Map-based systems ARCore / ARKit Server-side GPU rendering This project is suitable for experienced Indian developers or teams with strong technical background and cost-effective delivery. No mobile-only AR No “download BIM to phone” solutions No generic AR demos To Apply (Mandatory) Please include: Brief explanation of how you would implement: GPS map navigation transition to 3D / AR Propose...
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