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View Full Version : Eyes that keep looking at the mirror


Frank Verberne
05-07-2008, 09:05 AM
Hi all,

I'm trying to adjust my experiment so that the avatar that will be animated by a participant will keep looking at the mirror with its eyes. For testing purposes, I tried the 'biohead_eyes.vzf' file for a head with eyes that can move but I just can't seem to get the reflection right (so that the eyes in the mirror are looking at the participant when the participant looks in the mirror). So what I want is that the eyes will keep looking at the mirror even when the head is turned. With the Live Character plugin, the height of the eyes will be automatically adjusted to the height of the head I presume (I'm not sure)? See below for the code so far.
import viz

viz.go()

def addMirror(mirror,mat=None):
#If mirror matrix is not specifed, get matrix of mirror object
if mat is None:
mat = mirror.getMatrix()
#Position of mirror
pos = viz.Vector(mat.getPosition())
#Direction mirror is pointing
dir = viz.Vector(mat.getForward())
dir.normalize()
#Quaternion rotation of mirror
quat = mat.getQuat()
#Create render texture
tex = viz.addRenderTexture()
#Create render node for rendering reflection
lens = viz.addRenderNode(size=[1024, 1024]) #set to [1024,1024] in the lab!
lens.attachTexture(tex)
lens.setInheritView(True,viz.POST_MULT)
lens.disable(viz.CULL_FACE,op=viz.OP_SET_OVERRIDE)
#Setup reflection matrix
rot = viz.Matrix.quat(quat)
invRot = rot.inverse()
lens.setMatrix(viz.Matrix.translate(pos*-1.0)*invRot*viz.Matrix.scale(1,1,-1)*rot*viz.Matrix.translate(pos))
#Setup reflection clip plane
s = -viz.sign(viz.Vector(dir) * viz.Vector(pos))
plane = vizmat.Plane(pos=pos,normal=dir)
dist = plane.distance([0,0,0])
lens.clipPlane([-dir[0],-dir[1],-dir[2],s*dist+0.001])
#Project reflection texture onto mirror
mirror.texture(tex)
mirror.texGen(viz.TEXGEN_PROJECT_EYE)

gallery = viz.add('gallery.ive')
avatar = viz.add('vcc_female.cfg')
light_avatar = viz.addLight()
face = avatar.face('biohead_eyes.vzf')
l_eye = face.getchild('geom_0')
r_eye = face.getchild('geom_1')

#Mirror surface
mirrorsurface = viz.addTexQuad()
mirrorsurfaceposition = [0, 1.25, .5] #Y,Z,X
mirrorsurface.setPosition(mirrorsurfaceposition)
mirrorsurfacerotation = [0,0,0] #Z,Y,X
mirrorsurface.rotate(mirrorsurfacerotation)
mirrorsurface.scale(2,3)
viz.MainView.getHeadLight().disable()
light_mirror = viz.addLight()
light_mirror.position(mirrorsurfaceposition[0],mirrorsurfaceposition[1],mirrorsurfaceposition[2]+2,0)
light_mirror.direction(mirrorsurfacerotation[0]/180, mirrorsurfacerotation[1]/180, mirrorsurfacerotation[2]/180)

#Apply reflection to mirrorsurface
m = viz.Matrix()
m.setPosition(mirrorsurface.getPosition(viz.ABS_GL OBAL))
m.setEuler(mirrorsurfacerotation[0]-180,-mirrorsurfacerotation[1], mirrorsurfacerotation[2]) #Z,X,Y
addMirror(mirrorsurface,m)

def mytimer(num):
bone = avatar.getBone('Bip01 Head')
pos = bone.getPosition()
r_eye.lookat(1,pos[1],3 ,0,viz.ABSOLUTE_WORLD)
l_eye.lookat(1,pos[1],3 ,0,viz.ABSOLUTE_WORLD)

viz.callback(viz.TIMER_EVENT,mytimer)
viz.starttimer(0,0,viz.FOREVER)

Jerry
05-07-2008, 03:42 PM
I just happen to have worked on that and here's what I
came up with.

Jerry
05-07-2008, 04:38 PM
Or if you like that other way of reflecting things here's version 2.

Frank Verberne
05-13-2008, 05:39 AM
Thanks for your scripts, that was what I was looking for. Btw I like te way of mirroring in you first script, but that kind is impossible if the mirror is not on the edge of the environment. That's why I use the other method. Thanks!