Sixense Entertainment Inc.
and it gave me the idea to create a system that has context specific, collision based actions.
that is to say the analog triggers on each hydra are dynamically playing grab animations, that get switched out
depending on what kind of object is near them.
if no object is close to the left hand and the trigger is pressed down, the hand turns into a fist.
if a box is around, a grabbing animation will be played instead and the box will be picked up.
if the hand is near the slide of the colt, it can be grabbed and pulled back, then rotated to see if there is a bullet in the chamber
if it gets close to a keypad, the index finger will extend to make it easier to enter a keycode
Last edited by MoreDread; 06-20-2012 at 10:06 AM.
i didn't really mean to say that it all has to be done with just one button.
but i'm using the trigger for now because i liked the idea of actually being able to control the frame value of the grabbing animation instead of just triggering it.
as in, the more you push the trigger, the closer to a fist you get.
its a neat thing to play with.. its of no real use but its just fun to do and feels a little more alive.
i haven't really gotten around to adding any new features because i was trying to fix some bugs and improve some things.
i just got the animations to play again so there will be a little update showing these and the headtracking this weekend.
-after a quick google search-
Yeah, it was a PS3 game called Datura, and it had an idea to use the PSMove in order to move a disembodied hand in real space
Datura also supports head tracking via a second Move (to be attached to your head), as you'll see near the end of that vid.
@Marcello Cangialosi, RealoFoxtrot:
wow that looks quite amazing... my plan was to implement all these things, compared to that my system looks really cheap (and it is)
but i'm just figuring this out as i progress.
sadly i ran into alot of problems.. the animation bug that i thought were fixed reappeared.
it seems to be a bug with the experimental blender build i used to create this demo.
basically whenever i save and reload the file, all animations on the hands stop working.
and to make it even better, i can't open the file in any other build. it just crashes.
i've been trying to find a solution for this for about a week, no luck so far.
thats my excuse for not posting a new video, like i promised.
i'll probably have to start from scratch. doesn't sound good but it might actually help me reorganize and clean stuff up.
this might take a while to do, but i can still record the video with the bugged version in the meantime.
i might do that later today after work, or tomorrow if i'm too tired.
(now that i know that it is actually embeded on the dev page i wanna put a better video out there)
for various reasons i decided against recording the video like i had planned.
here is the main one:
thx to mr.wonko, we now have a python integration for the sixense SDK.
this has alot of advantages:
i no longer have to use an external program to get the hydra data, and an unsigned driver for virtual joysticks to get it into blender.
i'm getting a little improvement in accuracy, which means i can tone down the smoothing filter i applied to get more responsive controls.
it also means, tho, that i have to reorganize and rewrite alot of code to actually use it.
once i've done that i can release a demo that is easy to install and requires no extra steps to get it working
(that is, unless you want to use the head tracking feature... this still requires the unsigned ppjoy drivers and faceTrackNoIR)
it turns out the animation bug i had was a problem with the hydra input wrapper 0.4
the animations are working for real now, which means i do not have to use another build of blender and start from scratch.
it will still take a while to make the necessary adjustments for the python integration.
right now i'm still struggling with translating the orientation matrix to something blender can understand.
this is quite a bit harder and taking much longer than i imagined.
but i'll get there eventually..
Last edited by MoreDread; 07-12-2012 at 05:28 AM.