mms
01-19-2018, 06:17 AM
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-tech-tip-vizconnect-viewpoint-collision/
ac = view_collision.AvatarCollision(collideVertical=Tru e)
ac.setCollideList([vizconnect.AVATAR_HEAD, vizconnect.AVATAR_BASE])
ac.setTransport(vizconnect.getTransport().getNode3 d())
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/commands/viz/stepsize.htm
http://docs.worldviz.com/vizard/commands/viz/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
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-tech-tip-vizconnect-viewpoint-collision/
ac = view_collision.AvatarCollision(collideVertical=Tru e)
ac.setCollideList([vizconnect.AVATAR_HEAD, vizconnect.AVATAR_BASE])
ac.setTransport(vizconnect.getTransport().getNode3 d())
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/commands/viz/stepsize.htm
http://docs.worldviz.com/vizard/commands/viz/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