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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#289  

Here is a test with a hexapod I'm designing for my son. DJ is definitely on the right path by suggesting an export/import plug in for the Unity/ARC bridge. Or maybe a live feed into ARC and then you could record the motions with servo recorder? You can create looping walk cycles in Unity easily.

Anyways here is a quick test.

#290  

Yeeeeeeeaaaaaahhhhh! Looks awesome!

I guess all different routes will be something that we can benefit off! We can record and playback motion straight out of Unity, I am working on a standalone .exe with a UI... But also from ARC or from a Rasberry Pi using Mono SDK will be a very sweet option to explore all the different options given!:)

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#291  

I have to be honest i did not try out PTPs scripts and the EZB. I need some details on setting it all up. This is with Ardunity and Bio IK. I look forward to your stand alone solution!

#293  

@fxrtst Well its more about getting used to Unity at the moment I guess...all of the stuff we learn there can be translated later!:)

#294  

Actually, as far as I understood Unity, the best practice is to rig and animate your model using 3rd party applications and use Unity to blend and modify those motions! I am struggling to get JD rigged propperly, I cannot get to understand how to create the propper constraints! Anyone out there knowing how to do this?

I started to explore BioIK more...it us really interesting that you can use full body IK, which means, if you are moving the Objective eg to the ground, the robot will bend his upper body to reach out for it! :)

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#295  

That’s good. I was missing how to do full body ik with Bio IK. Did you move the root to another location?

I agree that bio ik needs constraints as well as objectives. I did manage to add a rotational objective to my last joint in the hex leg. This almost immediately stopped the annoying jerking that happens. To be clear i added a box as a child to the last joint. This box was then chosen as the objective for the rotation of that last joint. But I do not move this goal. This somehow makes the ik chain behave better as seen in the video.

#296  

@fxrtst you can add a displacement Objective to your root...this makes a huge difference to those nasty jumps too! I already wrote Sebastian on how to lock joins to a certain position!

I also added a box object as a root to the hierachy, if you do so you will get full body IK! :)