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.
@fxrtst Could you quickly let us know the issues of having to re-rig the JD...one thing you told was, having to align the pivot points with great care! Just being curious, so we all will know what to watch out for! Looks great, I guess you can eliminate a lot of the swinging motion by just setting the motion type to Instantaneous. I guess It will also help a great deal to study the setup of the examples within the plugin, which at least I have not done yet...
So good is that you found out how to move the BioIK Objectives while having Unity in Game mode, this way we can also use the sliders for the grippers, and most importantly...we can export the whole thing as a standalone version, so all members of the forum will be able to use it without going thru the process of setting up and learning about Unity!
Naming convention is very critical in the setup, so please make sure you name any joint in Bio IK corresponding to the servo the joint will be driving... So instead of calling the joint "JD_Head_horizontal" it should be named "D0" because the script will pick up the joints name to send it along with the value to the server! As you have experienced while setting up BioIK, it can enable X,Y or Z motion on joints, since we only need one axis for our servo rotations, I will make three scripts which will extract and send either the X, Y or Z motion and send it to the server. Those scripts will have to be attached to the joints, so setup should be very easy...just check which axis is enabled on the joint and drag and drop the coresponing script!
@Nick This was the greatest challenge when setting up my Virtual JD in 3ds max, I guess since Unity is a game engine and I saw implementation of this feature in BioIK, we will also be able to achieve this! But since JD has no hips and no ankles, it makes it kind of difficult to make him walk. And I guess if you create motion for him, he should be always wired up so you can watch him to make sure he does not tumble over or has incorrect limits to his rotations!
What happens when you dont align the pivots when you design it in a program like lightwave, is when the IK rig is generated, if there is a deviation on their line up say vertical, then the when the rig is created it will introduces a twist in some part of the rig. In my example I was getting a twist from the knee down. So to fix it all the pivots need to be aligned (all the red arrows show the alignments).
Its easy to rename the joints by right clicking on the part so I will leave that to you. I don't know what servo goes to what as I dont have a Jd. I will also let you play around with the constrains and create new goals. This is def a WIP as this rigger is quite different than other rigging systems. This may not be the correct one for the job. But at least this gets us started with testing. I will try rigging it in 3D Puppet as well.
It would be great in the script if we can also get translate values as well. When I test with motion capture, some items like face motion capture will use translation values of small boxes, not rotational values.
I will upload v_04 of the Unity Scene here with a Dropbox link.
EDITI cant find where to export the whole project file..any one know how? I can export the scene file but it doesnt load any assets. The only thing I could find was creating a team and sharing assets?! But that would not create out personal copy? Makes global changes?**
I guess i should be fairly easy since the BioIK Objectives also have and option that is called Displacement, but I will have to look into this...how would you use those movements to describe servo rotations though?
Anyways, I would not be bothered to try another plugin, but at the moment I am very happy with BioIK...let me know if you think that you found another promising lead! Since I do not own a JD myself this might end up just being a scene to check if everything is correctly in tandem which ARC...it would be good if someone with a JD would test if things work as expected!
I will check how to export a scene, I guess all you need to do is upload the folder and we are good to go...
OK...Just upload the folder and we are good!
Here is a GitHub Project of a robotic arm, it has also the same folder structure. You do not have to care about any exporting at all, just take the folder and throw it to Dropbox or Wetransfer etc...
GitHub example
Both are available in the objectives....translation and rotation. I would use lets say a small 1 cm box moving in the y axis, that up down values would be converted into 1-180 just like rotational values. Think of it like a slider pot, its linear, but can be translated to servo rotation.
Which folder?
Got the folder.
Ok I didn't clean it up so there are alot of redundant files in there. I guess I should have create a nice and neat project would have been smaller file size.
Edit; deleted
@fxrtst I will check the file, dont worry if there is a lot of thrash floating around...its just to get us going!
As far as your request for extracting transitions goes, I guess I was not thinking far enough...there is no need for BioIK if I get it right? All the stuff is contained by the .fbx file, which consists of a bunch of moving boxes?
Send me an example .fbx if possible...
If it is the way I think, then you should be able to just take the positional data of the y axis. Use the highest y value, subtract the lowest y value and divide the outcome by 180 to get your servo position?