[Robotics] Python control of armature in the GE
Markus Mehrwald
mehrwald at ira.uka.de
Fri Sep 11 16:04:17 CEST 2009
Hi Benoit,
I figured out some other problems now. I got Blender to compile only
with Pyhton 3.1 but now I cannot use my scripts anymore with the error:
Traceback (most recent call last):
File "Steuerung.py", line 4, in <module>
ImportError: No module named Blender
Do you know what this could be or is there already a documentation for 2.5?
Thanks,
Markus
Benoit Bolsee schrieb:
> I fixed CMake in the itasc branch. Sorry for the delay.
>
> /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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