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-   -   Gravity and stepsize using vizcave (https://forum.worldviz.com/showthread.php?t=6101)

mms 01-19-2018 06:17 AM

Gravity and stepsize using vizcave
 
Hi,

we're trying to set up a scene using vizcave, a tracking system and a treadmill in a single machine cluster.

Since viz.collision(viz.ON) doesn't work as it does on a non-tracker scene, we're using what's described here:
http://forum.worldviz.com/showthread.php?t=5338
http://www.worldviz.com/february-tec...int-collision/

Code:

ac = view_collision.AvatarCollision(collideVertical=True)
ac.setCollideList([vizconnect.AVATAR_HEAD, vizconnect.AVATAR_BASE])
ac.setTransport(vizconnect.getTransport().getNode3d())

This works well for collision, but we cannot use stairs for example. The viz.stepsize doesn't work in our case, as well as the gravity.
http://docs.worldviz.com/vizard/comm...z/stepsize.htm
http://docs.worldviz.com/vizard/comm...iz/gravity.htm

Both seem to require viz.collision, which doesn't seem to affect the caveview/transport. Are there any equivalents in vizcave or any workarounds?

I've played around with the view_collision.AvatarCollision offset, but this vertically offsets the avatar on all surfaces, as well as horizontally offsetting when colliding with any object.

Thanks in advance,

Oliver

Jeff 01-21-2018 03:25 AM

There's no built-in solution for stepping using vizconnect collision. One thing you could try is attaching a proximity sensor to each step. Based on the proximity event and the direction of the movement increase or decrease the height of the user. To increase the user's height either move the transport or a group tracker that's placed at the top of the vizconnect scenegraph.

mms 01-22-2018 02:50 AM

Thanks Jeff, we'll try the proximity sensor approach.


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