[Robotics] Python control of armature in the GE
Benoit Bolsee
benoit.bolsee at online.be
Fri Sep 11 11:44:13 CEST 2009
Hi Markus,
Aie, you're right, I forgot to verify the CMake files. I will check and
fix them up.
Thanks for reporting the problem.
Regards,
Benoit
> -----Original Message-----
> From: robotics-bounces at blender.org
> [mailto:robotics-bounces at blender.org] On Behalf Of Markus Mehrwald
> Sent: vendredi 11 septembre 2009 11:21
> To: Blender and Robotics
> Subject: Re: [Robotics] Python control of armature in the GE
>
>
> Hi,
>
> I just managed it to compile the branch with the ikplugin. For some
> reasons I was not able to compile because of a few errors. I
> think its
> just some little changes in the CMake files. First of all the
> BIK_api.h
> was not found. I did it quick and dirty by copying the full
> path in the
> files where it is needed. The second thing was that obviously
> the libs
> bf_ikplugin and bf_ITASC are not in the list of libs to link
> against. Maybe you did not update the CMakeList or was it a
> problem of my computer?
>
> Regards,
> Markus
>
>
> Benoit Bolsee schrieb:
> > Hi,
> >
> > I have added support for controlling armatures through
> Python in the
> > GE.
> > This is provided through the new proxy class
> BL_ArmatureChannel that
> > corresponds to the pose channel structure. Most attributes match
> > directly the Blender bPoseChannel structure but I added a
> > 'joint_rotation' attribute that gives direct access to
> joint angles. You
> > can use this attribute to set the joint angles from
> external data or
> > your own calculation and the armature will move according
> to it. If the
> > armature is controlled by IK, you can read the joint angles
> computed by
> > the algorithm. Full details is provided in the BPY documentation
> > included in the packages below. Download them if you want
> to know more
> > about it.
> >
> > Other fix in this build is correct matrix operation with MathUtils:
> >
> http://lists.blender.org/pipermail/bf-blender-cvs/2009-Septemb
> er/022245.html
> >
> > For those who want to experiment, I made two builds on graphicall:
> >
> > Linux:
> >
> http://graphicall.org/builds/builds/showbuild.>
php?action=show&id=1082
> >
> <http://graphicall.org/builds/builds/showbuild.php?action=show
&id=1082>
> Windows:
> http://graphicall.org/builds/builds/showbuild.php?action=show&id=1080
>
<http://graphicall.org/builds/builds/showbuild.php?action=show&id=1080>
>
> If your system is not in this list, you can check out the itasc branch
> and compile. For those interested in the implementation, look at
> the BL_ArmatureChannel.cpp module in source/gameengine/converter. If
you
> have some ideas to extend the API, you are welcome to make your own
> additions and send me the diff, I will review and commit them to SVN.
>
> The itasc branch will be merged with 2.5 in the coming days, it would
> be
> nice to get some feedback before I start the merge.
>
> /benoit.
>
>
>
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--
Dipl.-Inform. Med. Markus Mehrwald
Institut für Prozessrechentechnik, Automation und Robotik Medizin-Gruppe
Universität Karlsruhe (TH) Gebäude 40.28, Zimmer 110 Engler-Bunte-Ring 8
76131 Karlsruhe
Fon: +49 (721) 608-7113
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