Asked — Edited

Vr Options?

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.


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PRO
USA
#113  

Well darn...that's interesting. I'll have to find out if there is a way to move the effectors within the game mode live. That would solve that problem.

BTW I had to rebuild the pivots, the bio ik adds a rotation if the pivots are not in alignment with one another. No big deal, just added more time.

#114  

Ah, I had weird flips in my rotations too...I added another effector to balance it out, but now you are saying this, I guess I should go back and check my pivot points too!:D

PRO
USA
#115  

Fixed it, pivots have to be in perfect alignment, i was just attempting by eye as i didnt think it was critical and was off by a fraction,. So this time i aligned them with numerical accuracy, works perfect.

#116  

Sweet, I got the script to extract the rotations ready...it needs to be attached to all child nodes which have a running BioIK joint!:)

#117  

using System.Collections;
using UnityEngine;

namespace BioIK {
    public class TransformValue : MonoBehaviour {

        public void Update() {
            Debug.Log(ReadValues());
        }

        private Vector3 ReadValues() {
            BioJoint joint = this.GetComponent<BioJoint>();
            if(joint != null) {
                return new Vector3((float)joint.X.GetTargetValue(), (float)joint.Y.GetTargetValue(), (float)joint.Z.GetTargetValue());
            } else {
                Debug.Log("No joint found for " + name + ".");
                return Vector3.zero;
            }
        }

    }
}

PRO
USA
#118  

Nice!

Here is the video of the current set up. Sorry I'm out of it, from being tired. Had to rebuilding the rig 4 times. So I am droning on a bit in the video.

PRO
Canada
#119  

This is very cool. For head neck, shoulder, arm joints this will work very well, but I think there will be some challenges with moving his legs, knees, feet etc. The required physics to ensure JD doesn't face plant into the ground will be quite complex. When JD walks, stands up, sits down etc is a sophisticated balancing act of movements and so we are going to need a physics engine or some form of machine learning algorithm that is configured to understands the relationships between components to define how, when and where the legs can be moved to ensure he remains in a stable position, or we will lift one leg and he will simply fall down.

Amazing progress.

PRO
USA
#120  

Unity does indeed have a built in physics engine. I'm currently looking into how to implement it with IK. A floor will be helpful!