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LE: accessing avatar Matrices for translation and rotation
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LE: accessing avatar Matrices for translation and rotation // Archive: Tech Forum
Post by 3dvisuals dude // Aug 19, 2007, 5:21am
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3dvisuals dude
Total Posts: 1703
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Hi guys.
Glad to see somebody figuring how to "Use" "Use" at last! I've been wondering what good it was all along and I'm glad to see you found a use for it!
Also, does anybody know if there's a simple way for truePlay1.3 to receive javascript commands sent from an external windows program (which I would write) in order to provide (non-FPN) plug-in script features which would then be accessible by click or drag from this external menu window?
Thanx -
- 3dvisuals dude |
Post by 3dvisuals dude // Aug 19, 2007, 6:27am
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3dvisuals dude
Total Posts: 1703
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By the way guys... your new trophies for this team breakthrough in this thread are being uploaded to the shared space meeting room right now.:D
The following folks will have their own personalized trophy waiting there for download:
Délé
Frootee
TomasB
Norm
and after I know your real name... trueBlue!
--- enjoy guys -- you did earn them here ---:)
Thanx |
Post by 3dvisuals dude // Aug 19, 2007, 6:44am
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3dvisuals dude
Total Posts: 1703
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OK guys, they're uploaded to the Shared Space version of the Meetingroom now.
Go download your new "Wings of Gold Achievement Award" and after you download it delete it from the room to conserve server space.
Congratulations!:banana:
- 3dvisuals dude
EDIT: Here's what they look like:D |
Post by Délé // Aug 19, 2007, 8:07am
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Délé
Total Posts: 1374
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lol, Thanks 3dvd. Very nice of you to take the time to make those trophies. I'll find a good shelf to put mine on. :)
And here's another update guys. I found a way to hold objects "smoothly". Wooohooo! :D This way makes links directly from the matrix of the EyeCamera to the Object.
In the attached scene, just go into FPN and walk near the gun. When you get close to it, you'll automatically pick it up. Movement with the gun should be smooth as silk now. Then to drop it, just push the use key (P). :D
All we have to do now is find the path to the EyeCamera in truePlay so we can make all of the scripts that use the EyeCamera (like this one) work. |
Post by 3dvisuals dude // Aug 19, 2007, 8:22am
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3dvisuals dude
Total Posts: 1703
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lol, Thanks 3dvd. Very nice of you to take the time to make those trophies. I'll find a good shelf to put mine on. :)
And here's another update guys. I found a way to hold objects "smoothly". Wooohooo! :D This way makes links directly from the matrix of the EyeCamera to the Object.
In the attached scene, just go into FPN and walk near the gun. When you get close to it, you'll automatically pick it up. Movement with the gun should be smooth as silk now. Then to drop it, just push the use key (P). :D
All we have to do now is find the path to the EyeCamera in truePlay so we can make all of the scripts that use the EyeCamera (like this one) work.
Hahahahaha!!!!!!
I love the way your mind works Délé! (And "Délé" is Turkish for "crazy" right?!?):D
This is FANTASTIC!!! What a blast this is!!!
Folks better be watching their backs now in Shared Space!
http://bestsmileys.com/signs12/6.gif
Hahahaha! GREAT JOB! Thanks! |
Post by Délé // Aug 19, 2007, 8:23am
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Délé
Total Posts: 1374
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oops. Sorry guys. I just realized that you may need to bump up the action radius of the triggers to get them to work. There is an action radius on the gun, and one on the Use trigger next to the gun.
It was working for me, but then when I reloaded the scene it didn't work. I had to increase the action radius. Just a heads up. |
Post by 3dvisuals dude // Aug 19, 2007, 8:36am
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3dvisuals dude
Total Posts: 1703
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Thanks 4 the heads up - works GREAT!!!! I NEVER thought I'd see this in trueSpace let alone online Shared Space! Hahaha!!! This is a blast!!!
Wow... maybe what tomasb said here a few posts back about ammunition was serious! I thought he was kidding until now!
Unbelieveable accomplishment... thank you!:banana:
- 3dvisuals dude |
Post by frootee // Aug 19, 2007, 8:38am
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frootee
Total Posts: 2667
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say, if we have smooth motion with the gun by linking the matrix to the eye camera, we can do the same elevator objects right?
froo |
Post by 3dvisuals dude // Aug 19, 2007, 9:23am
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3dvisuals dude
Total Posts: 1703
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PaintBall anyone?
http://bestsmileys.com/cowboy1/19.gif
:D |
Post by Délé // Aug 19, 2007, 12:08pm
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Délé
Total Posts: 1374
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say, if we have smooth motion with the gun by linking the matrix to the eye camera, we can do the same elevator objects right?
I would think so yeah. Just at a stalemate with the pathway currently. |
Post by 3dvisuals dude // Aug 19, 2007, 1:29pm
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3dvisuals dude
Total Posts: 1703
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lol, Thanks 3dvd. Very nice of you to take the time to make those trophies. I'll find a good shelf to put mine on. :)
And here's another update guys. I found a way to hold objects "smoothly". Wooohooo! :D This way makes links directly from the matrix of the EyeCamera to the Object.
In the attached scene, just go into FPN and walk near the gun. When you get close to it, you'll automatically pick it up. Movement with the gun should be smooth as silk now. Then to drop it, just push the use key (P). :D
All we have to do now is find the path to the EyeCamera in truePlay so we can make all of the scripts that use the EyeCamera (like this one) work.
I have another one of those crazy ideas here again...
I know, who cares...
I gotta tell you this one though, because you've already created all the scripted objects to successfully pull this one off.
You take that cart transport you already made, copy it and place the copy right next to the original so the carts can pass each other.
Then have two Avatars approach each other on them from different directions, only instead of picking up rifles before hopping on their carts... they pick up jousting lances.:D
Sorry.... I now return you to your more important endeavors....:p
- 3dvisuals dude |
Post by frootee // Aug 19, 2007, 2:34pm
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frootee
Total Posts: 2667
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I would think so yeah. Just at a stalemate with the pathway currently.
This is what Norm sent before:
Ok here is what I am told recently by Tomas:
node.value('/space3d/.../developer1/position','cam')
where /space3d would be replaced (for me) by: /Project/Meeting Room/developer1 ... so it is path of avatar you want to access.
the input connector "cam" is hidden and used internally, but it can be accessed by hacking the code line above. The cam is actually an rdmatrix so it has things like tx and ty and tz and such. So once you script to grab the info for the cam, you have the avatar's position. Now this is actually the reverse of what you guys want but it is important. You could attach stuff to avatar with this info. But you folks want to attach avatar to stuff so ....
Up in the LE in the System area, you find the D3DView node. Inside that node you find the Eyecamera_{gobblygook} node. You enter that node and see some matrix info on the euler transform. That info is what you want to change, to change the local of the avatar. Go visit shared space and try adjusting that info and you see yourself move in space ... pretty co |
Post by frootee // Aug 19, 2007, 2:37pm
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frootee
Total Posts: 2667
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ACTUALLY...
what would be fun would be to have a go-kart race between 2 avatars.
Each one can add different physics characteristics to their kart, and they can race. What we would need for that is a switch to release both karts at the same time.
Froo
I have another one of those crazy ideas here again...
I know, who cares...
I gotta tell you this one though, because you've already created all the scripted objects to successfully pull this one off.
You take that cart transport you already made, copy it and place the copy right next to the original so the carts can pass each other.
Then have two Avatars approach each other on them from different directions, only instead of picking up rifles before hopping on their carts... they pick up jousting lances.:D
Sorry.... I now return you to your more important endeavors....:p
- 3dvisuals dude |
Post by trueBlue // Aug 19, 2007, 3:52pm
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trueBlue
Total Posts: 1761
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Have you guys seen this? |
Post by tomasb // Aug 19, 2007, 9:16pm
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tomasb
Total Posts: 261
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ACTUALLY...
what would be fun would be to have a go-kart race between 2 avatars.
Each one can add different physics characteristics to their kart, and they can race. What we would need for that is a switch to release both karts at the same time.
Froo
frootee, i have problems repplying to your email... (...@comcast.net)
please check your user profile and update your email... |
Post by 3dvisuals dude // Aug 19, 2007, 10:07pm
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3dvisuals dude
Total Posts: 1703
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Hi Tomas,
I just sent a notice to Frotee's correct e-mail address (not the one you listed above) about your message here, so he will respond very soon I'm sure.
- 3dvisuals dude |
Post by weaveribm // Aug 19, 2007, 11:06pm
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weaveribm
Total Posts: 592
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they pick up jousting lances
lol
A small step on the way to biplanes with machine guns :)
Would be good to see the Doorman avatar blinking now and then. Bit freaky for new people that would be but it would show he means business. You can't have a hard stare without a blink now and then to show you're awake not day-dreaming.
For technical info the blink reflex is ~35ms Wikipaedia has it wrong 300ms is a lifetime. Could be the much slower wink time ;)
Peter |
Post by 3dvisuals dude // Aug 19, 2007, 11:36pm
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3dvisuals dude
Total Posts: 1703
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they pick up jousting lances
lol
A small step on the way to biplanes with machine guns :)
Would be good to see the Doorman avatar blinking now and then. Bit freaky for new people that would be but it would show he means business. You can't have a hard stare without a blink now and then to show you're awake not day-dreaming.
For technical info the blink reflex is ~35ms Wikipaedia has it wrong 300ms is a lifetime. Could be the much slower wink time ;)
Peter
LOL
I like the idea of the blinking doorman a lot.... that may well get used soon.:D
As for the biplane with machine guns... the biplane is actually do-able now that we have made this "avatar access" and control method possible here in this thread, it could be easily modified to retain a pilot avatar in a cockpit seat during flight, the only thing that is needed is a predefined path for the plane and it's time to say "contact!":D
On the machine guns though I do recommend jellybean ammo in a shared space setting.:p
Lots of fun and bizzare little Avatar activities are about to come to a shared space near you soon too, just watch!:D
Personally I think you should definitely be our first official virtual flight instructor when that day comes too! No need to worry though, you will get to pack your own parachute!;)
- 3dvisuals dude |
Post by 3dvisuals dude // Aug 19, 2007, 11:42pm
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3dvisuals dude
Total Posts: 1703
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Have you guys seen this?
That is very interesting indeed. Especially the "set active space" string input.
Where is this located?
thanx
EDIT: Wow... I've been hunting all over for hours looking for the context you found this in with no luck. I checked all over Shared Space in the LE, my trueSpace directories, my truPlay directories, and through the LE with just about every possible object which could contain this script... I even checked every Caligari related xml page on my drives!!!
This does look promising but is apparently quite well "tucked away" somewhere!:o |
Post by frootee // Aug 20, 2007, 1:22am
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frootee
Total Posts: 2667
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frootee, i have problems repplying to your email... (...@comcast.net)
please check your user profile and update your email...
updated.
Sorry about that!
froo |
Post by frootee // Aug 20, 2007, 3:54am
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frootee
Total Posts: 2667
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3dv,
the params.ConValue('MyAvatar') is an input attribute, probably connected to an avatar in the LE. The var MyAvatar is a local variable which inherits the properties of the attribute. As such, referring to MyAvatar is shorthand for referring to the input attribute, params.COnValue('MyAvatar').
Since MyAvatar is an avatar variable, when we do this:
MyAvatar.
in the script, a dropdown list appears, which shows all of the available member functions (methods?) of the Avatar class.
Stan posted a brief tutorial for a similar question I had here, regarding creating a Shape Node:
http://forums1.caligari.com/truespace/showthread.php?t=3814
I think what trueblue did was, create a jscript object in the LE, and added an input attribute for an avatar. Then he connected the avatar to the script.
HTH!
Froo |
Post by 3dvisuals dude // Aug 20, 2007, 4:06am
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3dvisuals dude
Total Posts: 1703
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3dv,
the params.ConValue('MyAvatar') is an input attribute, probably connected to an avatar in the LE. The var MyAvatar is a local variable which inherits the properties of the attribute. As such, referring to MyAvatar is shorthand for referring to the input attribute, params.COnValue('MyAvatar').
Since MyAvatar is an avatar variable, when we do this:
MyAvatar.
in the script, a dropdown list appears, which shows all of the available member functions (methods?) of the Avatar class.
Stan posted a brief tutorial for a similar question I had here, regarding creating a Shape Node:
http://forums1.caligari.com/truespace/showthread.php?t=3814
I think what trueblue did was, create a jscript object in the LE, and added an input attribute for an avatar. Then he connected the avatar to the script.
HTH!
Froo
Ahah! No wonder I couldn't find it, I had to create it! Hahaha! Thanks guy... I was lost on that one!
Now I just have to figure out practical ways to utilize the info there, which will no doubt be harder than finding that was! Hahaha!
Back to the drawing board then... thanx;)
- 3dvisuals dude |
Post by Délé // Aug 20, 2007, 5:03am
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Délé
Total Posts: 1374
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Path problem solved!!! Wooohooo! Now all of these cam scripts should work with truePlay and online.
Froo passed on a message from Tomas that gave me an idea. He mentioned that the EyeCam is named differently with each new 3d window. That's why it wasn't pointing to it correctly. So the path was right, just the name changes.
So I messed around a bit to see if I could select the EyeCam node without actually pointing directly to it.
I came up with this:
Cam = Node.SubObject("/D3DView", 0);
This finds the EyeCam inside of the D3DView node and passes it into the varible Cam. Then I can use "Cam" in the pathway and it will point correctly to whatever that EyeCam is named. :)
Thanks for passing along that message Froo. Also thanks Tomas for replying. That just solved the last obstacle in our way. :) :banana: |
Post by frootee // Aug 20, 2007, 5:08am
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frootee
Total Posts: 2667
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Dang! I forgot to put on my seatbelt! :banana: :jumpy:
Froo |
Post by 3dvisuals dude // Aug 20, 2007, 6:10am
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3dvisuals dude
Total Posts: 1703
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Path problem solved!!! Wooohooo! Now all of these cam scripts should work with truePlay and online.
Froo passed on a message from Tomas that gave me an idea. He mentioned that the EyeCam is named differently with each new 3d window. That's why it wasn't pointing to it correctly. So the path was right, just the name changes.
So I messed around a bit to see if I could select the EyeCam node without actually pointing directly to it.
I came up with this:
Cam = Node.SubObject("/D3DView", 0);
This finds the EyeCam inside of the D3DView node and passes it into the varible Cam. Then I can use "Cam" in the pathway and it will point correctly to whatever that EyeCam is named. :)
Thanks for passing along that message Froo. Also thanks Tomas for replying. That just solved the last obstacle in our way. :) :banana:
WAY TO GO! |
Post by 3dvisuals dude // Aug 20, 2007, 6:20am
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3dvisuals dude
Total Posts: 1703
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Dang! I forgot to put on my seatbelt! :banana: :jumpy:
Froo
Wow... it's hot out there... I've been jumping up and down on my rooftop screaming "YES" "YES" at the top of my lungs for the last 5 minutes!!!
Fantastic!!!
The things we can all do now with new scripted rides and interactive avatar activities are going to be absolutely awesome now!!!!!!
WOOOOHOOOO!!!!! |
Post by frootee // Aug 20, 2007, 6:22am
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frootee
Total Posts: 2667
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Yep. You're right.
Thank You Dele, and Tomasb, for making it happen!
Froo |
Post by 3dvisuals dude // Aug 20, 2007, 6:36am
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3dvisuals dude
Total Posts: 1703
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...and thank you Frootee for listening to a crazy old coot like me and thinking that maybe, just maybe, there's a way if we pull together on it....
Look what happened my friend...
Délé, You, Tomasb, Norm, trueBlue, banging heads together with me running the cheerleading squad....
...not a pretty site, but damn... one winning combination.:D :D :D :D :D
Thank you all sincerely.
- 3dvisuals dude |
Post by frootee // Aug 20, 2007, 6:41am
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frootee
Total Posts: 2667
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Well thank you for driving the idea 3dv. Teamwork is a good thing! |
Post by Paul Boland // Aug 20, 2007, 7:52am
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Paul Boland
Total Posts: 383
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Don't suppose you could make the guns shoot (or do they already and I just missed this)? There seems to be some interesting sprides being made here. Keep it up and you never know, we could be seeing the birth of a real gaming environment here. |
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