Asked
— Edited
Does anyone know if the SDK of the Oculus Rift package would work with EZB if there was a plug in developed for it? It doesn't really need to be something as big and bulky as that. Very unfortunate that Vuzix is no longer offering support with EZB. That would work great.
Like the Vuzix, I'd like to pull from the IMU data to move servos and transfer the camera feed from the EZ camera to the goggles over two complete separate computers in different places.
Any ideas or suggestions on how to POC this, would be grateful.
@Mickey666Maus: Post #56: Blender:
@PTP, no, not modelling. It is animation engine. The concept here is to be able to animate your entire robot, not just one pose at a time. So you can build very complex animations using some very sophisticated tools, like Inverse Kinematics and machine learning and apply them to motion on your robots.
This is different than ARCs auto positioner which is pose based animation. This is a UI based visual representation of your robot, where you can either record and playback or animate your robot in real time.
The JD that Mickey has produced in 3D Studio Max is hinged at the joints and can be moved when rigged correctly. Thats why we are rigging it with IK in Unity. So we will have an avatar for the real JD.
@ptp Unity can import 3ds max scenes directly, or .fbx would be the next best option. I can upload the Virtual JD as .fbx so you can use it in Blender!
Once the .fbx is imported in Blender or Unity, all the parts are in correct order, so if you will move eg the shoulder, the arm will follow...also all the pivot point are set up correctly so rotation of all parts will be correct if you set your rotation local!
You will have to rig the Virtual JD to make it move in Unity and in Blender, since custom controls and custom rigs do not work cross platform...but you can back animation to your model in Blender and export the model with the animation to Unity. Not sue if that would be a good thing to do though, since it could be tricky to extract the rotational values doing it this way.
I will make a demo of the Virtal JD and EZ-B connection later to demonstrate what can be done with Unity and ARC!
Did you watch the video above? I managed to get IK working with both the 3D Puppet and the Bio IK. Did you get either of those plugs, or just working out the rotational values to EZ Bulider?
@Mickey666Maus: A fbx would be nice.
Some noob questions... I'm not a 3d guy, although i believe there are a lot documentation, please be patient trying to get a quick idea how all the stuff works...
Can you guys describe (not verbose) how you assemble the JD from the STL files to unique object.
I presume the fbx contains skeleton elements (bones/joints) , can it be done with Blender ?
Does the fbx contains information regarding the bones/joints rotation orientations, and angles limits e.g. (only Tilt between 90-130 degrees).
IF the fbx contains (the above) details, and is imported to the Unity, all those details are preserved and less work is needed or not ?
@PTP. Check your email for details.
To answer the question regarding assembling the stl files: You would download all the parts, then you could then import them into a free program like blender. Not knowing exactly how to use blender, I can say you would drag and position the parts into a JD form. Then you would position the joints. This is where the part would pivot around. I.E does the joint just move like a elbow or swivel like shoulder joint. These pivot points very are important! Because you cannot move them inside Unity. Unity will add a pivot point in the middle of the object.
But you don't have to set up bones unless you want to use an advanced motion setting like inverse Kinematic . Where as the bones and parts are connected together in a chain, like you pull a finger and the rest of the body moves because it is attached by bones (like a real body).
If you just want to use animation tools in Unity to move the robot ie like pose animation in ARC, you don't need bones.
The FBX contains pivot point info for each part, its location in world space X,Y,Z, local space X,Y,Z the parts themselves, any textures you may have added to the robot and any animation you may have baked onto the model (from blender).
I do not believe the fbx contains angle limits. In my example the rotations limits are set in the free plug in i was using within Unity.
You will need to do a little work in unity, the fbx will not contain everything you need unless you are just using to animate WITHOUT bones.
@ptp This is the .fbx of the Virtual JD, there is some useless stuff still floating around, which used to be the custom rig in 3ds max, just delete them and use the model to get used to working in your 3d enviroment of choice!
Unity offers a great range of customizing the environment with custom C# code, since you have always been great in helping to code, it would be awesome to have you on board!
https://we.tl/h3ABqXTqoZ