View Full Version : looking at a point
vadrian
06-02-2005, 04:21 PM
i want to make an avatar look at an absolut point in space (e.g. have all the students in a class look at the teacher). avatar.lookat() makes the entire body point, while avatar.heatto() creates an animation using yaw/pitch/roll. i want this:
teacher = [2, 3, 4]
avatar.lookatpoint(teacher)
def lookatpoint(self, point):
self._headbone = self.getbone('skel_Head')
self._headbone.lock()
self._headbone.lookat(point, viz.ABSOLUTE_WORLD)
this doesnt' seem to work, but i think you get the point. so how do i do this?
farshizzo
06-02-2005, 04:50 PM
Hi,
Here is a sample script that should help you out:import viz
viz.go()
male = viz.add('male.cfg')
head = male.getbone('skel_Head')
head.lock()
dummy = viz.add(viz.GROUP)
ball = viz.add('white_ball.wrl')
ball.spin(0,1,0,45)
ball.translate(2,0,0)
ball.center(-2,0,0)
def ontimer(num):
dummy.translate(head.get(viz.POSITION,viz.ABSOLUTE _WORLD))
dummy.lookat(ball.get(viz.POSITION,viz.ABSOLUTE_WO RLD))
head.rotatequat(dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD)
viz.callback(viz.TIMER_EVENT,ontimer)
viz.starttimer(0,0,viz.FOREVER)I'll add the lookat command for bones in the next release.
You're two for two today. Are there any other features you want me to add to the next release? :)
vadrian
06-03-2005, 03:51 PM
do i have to make the dummy node, move it, and adjust the head using timers and quats? or is there a simpler way considering that i will have 20 people in the simulation that either need to be looking at the teacher, at someone/thing else, or straight ahead (which would be too many hard-coded functions for my taste).
farshizzo
06-03-2005, 04:52 PM
Just create a global dummy node and then have a function that pretty much contains the code in the timer. Here's a cleaned up version of the sample code:#You only need a single global dummy node
dummy = viz.add(viz.GROUP)
def lookatpoint(self, point):
self._headbone = self.getbone('skel_Head')
self._headbone.lock()
dummy.translate(self._headbone.get(viz.POSITION,vi z.ABSOLUTE_WORLD))
dummy.lookat(point)
self._headbone.rotatequat(dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD)
vadrian
06-07-2005, 05:11 PM
i even made your code a bit more specific to absolute-world location, but it still doesnt work. all the heads look to the same absolute-local point.
self._headbone.lock()
_dummy.translate(self._headbone.get(viz.POSITION,v iz.ABSOLUTE_WORLD), viz.ABSOLUTE_WORLD)
_dummy.lookat(point, 0, viz.ABSOLUTE_WORLD)
self._headbone.rotatequat(_dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD)
is there another way to go about this? nothing seems to work with avatar heads like it does with regular objects.
farshizzo
06-07-2005, 05:43 PM
Let me know if this example script works. There should be two avatars in front of you who will be tracking a ball that is moving back and forth across the screen.import viz
viz.go()
viz.add('tut_ground.wrl')
ball = viz.add('white_ball.wrl')
ball.add(vizact.sequence(vizact.goto(-2,1,0),vizact.goto(2,1,0),viz.FOREVER))
avatar1 = viz.add('male.cfg')
avatar1.translate(-2,0,3)
avatar1.rotate(180,0,0)
avatar2 = viz.add('female.cfg')
avatar2.translate(2,0,3)
avatar2.rotate(180,0,0)
dummy = viz.add(viz.GROUP)
def lookatpoint(avatar,point):
_headbone = avatar.getbone('skel_Head')
_headbone.lock()
dummy.translate(_headbone.get(viz.POSITION,viz.ABS OLUTE_WORLD))
dummy.lookat(point)
_headbone.rotatequat(dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD)
def ontimer(num):
pos = ball.get(viz.POSITION)
lookatpoint(avatar1,pos)
lookatpoint(avatar2,pos)
viz.callback(viz.TIMER_EVENT,ontimer)
viz.starttimer(0,0,viz.FOREVER)
viz.move(0,0,-5)
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