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  #1  
Old 01-19-2018, 06:17 AM
mms mms is offline
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Join Date: Jul 2017
Posts: 10
Gravity and stepsize using vizcave

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-tec...int-collision/

Code:
ac = view_collision.AvatarCollision(collideVertical=True)
ac.setCollideList([vizconnect.AVATAR_HEAD, vizconnect.AVATAR_BASE])
ac.setTransport(vizconnect.getTransport().getNode3d())
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/comm...z/stepsize.htm
http://docs.worldviz.com/vizard/comm...iz/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
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  #2  
Old 01-21-2018, 03:25 AM
Jeff Jeff is offline
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Join Date: Aug 2008
Posts: 2,471
There's no built-in solution for stepping using vizconnect collision. One thing you could try is attaching a proximity sensor to each step. Based on the proximity event and the direction of the movement increase or decrease the height of the user. To increase the user's height either move the transport or a group tracker that's placed at the top of the vizconnect scenegraph.
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  #3  
Old 01-22-2018, 02:50 AM
mms mms is offline
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Join Date: Jul 2017
Posts: 10
Thanks Jeff, we'll try the proximity sensor approach.
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