Thread: Vizconnect
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Old 04-30-2014, 10:17 AM
Chris Coffin Chris Coffin is offline
WorldViz Team Member
 
Join Date: Jan 2010
Posts: 6
Unfortunately, at this time, there's no method for redirecting vizconnect to another port. I'll work to add a search option for available ports into a future release. Without that, the configuration utility is currently unavailable, unless the other process which is holding that port can be redirected.

I noticed that you've also posted regarding inverse kinematics. Even without using the interface you can still access the inverse kinematics modules, if you'd like to use that code directly.

Here's a sample.

Code:
import viz
import vizconnect

# need to get the raw tracker dict for animating the avatars
from vizconnect.util.avatar import animator
from vizconnect.util.avatar import skeleton

# press key 1 to control head, key 2 to control hand
# keys w,a,s,d,z,x control position, keys t,f,g,h,v,b control orientation
from vizconnect.util import virtual_trackers
YOUR_HEAD_TRACKER = virtual_trackers.Keyboard()
YOUR_HEAD_TRACKER.setPosition(0, 1.5, 0)
YOUR_RIGHT_HAND_TRACKER = virtual_trackers.Keyboard()

avatar = viz.add('vcc_female.cfg')
# get the skeleton from the avatar
mySkeleton = skeleton.CompleteCharacters(avatar)

#VC: set which trackers animate which body part
# format is: bone: (tracker, parent, degrees of freedom used)
# The hand is set to move with the head.
# Set the parent (2nd param) to None to disable parenting.
_trackerAssignmentDict = {
vizconnect.AVATAR_HEAD:(YOUR_HEAD_TRACKER, None, vizconnect.DOF_6DOF),
vizconnect.AVATAR_R_HAND:(YOUR_RIGHT_HAND_TRACKER, vizconnect.AVATAR_HEAD, vizconnect.DOF_POS),
}

#VC: create the raw object
myAnimator = animator.InverseKinematics(avatar, mySkeleton, _trackerAssignmentDict)

viz.go()

viz.add('piazza.osgb')
Cheers,
Chris
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