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#1
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looking at a point
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:
Code:
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)
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#2
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Hi,
Here is a sample script that should help you out: Code:
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_WORLD))
head.rotatequat(dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD)
viz.callback(viz.TIMER_EVENT,ontimer)
viz.starttimer(0,0,viz.FOREVER)
You're two for two today. Are there any other features you want me to add to the next release?
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#3
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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).
Last edited by vadrian; 06-03-2005 at 04:12 PM. |
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#4
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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:
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,viz.ABSOLUTE_WORLD))
dummy.lookat(point)
self._headbone.rotatequat(dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD)
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#5
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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.
Code:
self._headbone.lock() _dummy.translate(self._headbone.get(viz.POSITION,viz.ABSOLUTE_WORLD), viz.ABSOLUTE_WORLD) _dummy.lookat(point, 0, viz.ABSOLUTE_WORLD) self._headbone.rotatequat(_dummy.get(viz.QUAT), viz.ABSOLUTE_WORLD) |
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#6
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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.
Code:
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.ABSOLUTE_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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