SprBlender(en) をテンプレートにして作成
開始行:
[[SprBlender]]
https://docs.google.com/document/d/1YGmA3rhcEPgML7tM9V6dh...
* Installation [#s5c13679]
+ Download & Install Blender (newer than 2.5)
+ Download SprBlender
-- SVN Checkout : svn+ssh://springhead.info/home/svn/lab/...
--- (please rewrite "springhead.info" according to your P...
--- copy "SprPyBlender\scripts\modules\spr_op" to "c:\Pro...
+ Get Spr.pyd
-- from http://springhead.info/spr2/Springhead2/trunk/bin...
-- place in "c:\Program Files\Blender Foundation\Blender\...
* User Inteface [#x4cc3e5d]
- About Blender : See tutorial. http://www.cgradproject.c...
- SprBlender UI
-- Scene panel in "3D view"
-- some tabs in "Properties"
--- "Object"
--- "Material"
--- "Scene"
-- "Text Editor"
* Solids & Shapes [#tab491fb]
- SprObjectPanel, in "Object" tab
-- Set Dynamical
--- or Static (= fixed objects). (e.g. Floor)
-- specify Shape -> added as simulated entity
--- i.e. You can't create solid WITHOUT any shape
- Real-time Editing
-- if Available (green check-marked parameters)
--- if Enabled : changes is applied in real time (while ...
--- if Disabled : push "Apply Parameters"
-- Otherwise
--- push "Set Scene" or "Set Objects" to apply
- Object with Complex shape
-- -> Multiple blender-objects to construct One Solid
++ "Object" tab, "Relations" panel
--- base object as parent, additional shape objects as ch...
++ set shape type "Convex" for Child object (in SprObject...
++ enable "Compound Child" check
* Execute Simulation [#f7a4fed1]
- Scene settings, right-side in "3D view"
-- if hidden, find "+" mark and click
- Set Scene
-- Build springhead scene-graph internally, from Blender ...
- Physics Steps Enable
-- Start Simulation
- Set Objects
-- Apply changes on selected blender objects, into spring...
- "Scene" tab in "Properties"
-- also has some settings on simulation
* What's "Set Scene" or "Set Objects"? [#cf0ec2f5]
(see figure)
* Joints & IK [#g03f8684]
- Blender object <=> ( solid & joint to parent object )
-- (see figure)
** Create Joint [#g618eeb3]
- SprJointPanel
++ Select Joint Child Object
++ Set Joint Type
--- some joint types : see Springhead Document.
++ Set Joint Target : Joint will be connected to this obj...
++ Plug Handle Mode
--- Edit position of joint
--- push "Apply" after edit
** Joint Limit [#c495f175]
- see Springhead Document.
-- (some types of joint limits seems to have some bugs......
** Joint Actuation [#p75ba3db]
- Spring / Damper is embedded on each joints.
-- set Spring / Damper parameters in SprJointPanel
** Joint Actuation with IK [#h086d352]
- for Arm-like objects
-- Goal position/orientation of end-point object is given
-- Arm objects will automatically controlled
- for each arm object
-- SprIKPanel : check "IK Enabled"
- for each end-point object
-- SprIKPanel : check "IK EndEffector"
- to see how it works
-- in Spr IK Control Panel
-- Enable "IK Real-time Control"
-- Check "Enable Target Object"
-- Set target object name
- Joint Parameters
-- IK use "joint damper" for actuation
-- set large value as damper for arm joints
* Creature [#e514507a]
- if the object is a part of creature body :
-- check "Creature Body" in SprCreaturePanel
- to use default scripts : set Labels as follows
-- Head Object : CRIKSolid label "Head", CRIKJoint label ...
-- Hand Object : CRIKSolid label "RightHand", CRIKJoint l...
-- Waist Object : CRIKSolid label "Waist", CRIKJoint labe...
-- Base Object : CRIKSolid label "Base", CRIKJoint label ...
- check "Creature Core" for "Base" object
- in "Text editor" : add text with name "cr_0_0_Basic"
-- type followings
#cr_0_0_Basic
#This is Basic Rule for cr_0
#To Use Multi Rules, Create Rule-Name-List as "cr_0_rules"
#------------------------------
#Rule Properties
p = [1,1,1,1,1,1]
import bpy
if "Base" in bpy.data.objects:
p[0] = bpy.data.objects["Base"].spr_creature_rule_par...
p[1] = bpy.data.objects["Base"].spr_creature_rule_par...
p[2] = bpy.data.objects["Base"].spr_creature_rule_par...
p[3] = bpy.data.objects["Base"].spr_creature_rule_par...
p[4] = bpy.data.objects["Base"].spr_creature_rule_par...
p[5] = bpy.data.objects["Base"].spr_creature_rule_par...
#------------------------------
currentModel = self.models["current"]
maxAttvSo = currentModel.maxAttvSo
maxAtttSo = currentModel.maxAtttSo
maxAttSo = currentModel.maxAttSo
if maxAttSo:
self.HeadController.LookAt(maxAttSo.phSolid.GetFrameP...
#self.LeftHand.SetTargetPos(maxAttSo.phSolid.GetFrame...
#self.RightHand.SetTargetPos(maxAttSo.phSolid.GetFram...
#self.LeftHand.Start()
#self.RightHand.Start()
- Start Simulation (in Spr Operator Panel)
-- Enable IK
-- Enable Creature
-- Physics Step Enable
** Scripting [#s1fa494b]
- "cr_0_0_Basic" script runs on each step.
-- write sensor -> action cycle here
** Advanced Scripting [#gd7c62b8]
- see SprPyBlender\scripts\modules\spr_op\creature.py
* Skin mesh & Creature [#rcda554a]
- Use parent-child relations
-- Springhead actuate parent object -> blender render rel...
終了行:
[[SprBlender]]
https://docs.google.com/document/d/1YGmA3rhcEPgML7tM9V6dh...
* Installation [#s5c13679]
+ Download & Install Blender (newer than 2.5)
+ Download SprBlender
-- SVN Checkout : svn+ssh://springhead.info/home/svn/lab/...
--- (please rewrite "springhead.info" according to your P...
--- copy "SprPyBlender\scripts\modules\spr_op" to "c:\Pro...
+ Get Spr.pyd
-- from http://springhead.info/spr2/Springhead2/trunk/bin...
-- place in "c:\Program Files\Blender Foundation\Blender\...
* User Inteface [#x4cc3e5d]
- About Blender : See tutorial. http://www.cgradproject.c...
- SprBlender UI
-- Scene panel in "3D view"
-- some tabs in "Properties"
--- "Object"
--- "Material"
--- "Scene"
-- "Text Editor"
* Solids & Shapes [#tab491fb]
- SprObjectPanel, in "Object" tab
-- Set Dynamical
--- or Static (= fixed objects). (e.g. Floor)
-- specify Shape -> added as simulated entity
--- i.e. You can't create solid WITHOUT any shape
- Real-time Editing
-- if Available (green check-marked parameters)
--- if Enabled : changes is applied in real time (while ...
--- if Disabled : push "Apply Parameters"
-- Otherwise
--- push "Set Scene" or "Set Objects" to apply
- Object with Complex shape
-- -> Multiple blender-objects to construct One Solid
++ "Object" tab, "Relations" panel
--- base object as parent, additional shape objects as ch...
++ set shape type "Convex" for Child object (in SprObject...
++ enable "Compound Child" check
* Execute Simulation [#f7a4fed1]
- Scene settings, right-side in "3D view"
-- if hidden, find "+" mark and click
- Set Scene
-- Build springhead scene-graph internally, from Blender ...
- Physics Steps Enable
-- Start Simulation
- Set Objects
-- Apply changes on selected blender objects, into spring...
- "Scene" tab in "Properties"
-- also has some settings on simulation
* What's "Set Scene" or "Set Objects"? [#cf0ec2f5]
(see figure)
* Joints & IK [#g03f8684]
- Blender object <=> ( solid & joint to parent object )
-- (see figure)
** Create Joint [#g618eeb3]
- SprJointPanel
++ Select Joint Child Object
++ Set Joint Type
--- some joint types : see Springhead Document.
++ Set Joint Target : Joint will be connected to this obj...
++ Plug Handle Mode
--- Edit position of joint
--- push "Apply" after edit
** Joint Limit [#c495f175]
- see Springhead Document.
-- (some types of joint limits seems to have some bugs......
** Joint Actuation [#p75ba3db]
- Spring / Damper is embedded on each joints.
-- set Spring / Damper parameters in SprJointPanel
** Joint Actuation with IK [#h086d352]
- for Arm-like objects
-- Goal position/orientation of end-point object is given
-- Arm objects will automatically controlled
- for each arm object
-- SprIKPanel : check "IK Enabled"
- for each end-point object
-- SprIKPanel : check "IK EndEffector"
- to see how it works
-- in Spr IK Control Panel
-- Enable "IK Real-time Control"
-- Check "Enable Target Object"
-- Set target object name
- Joint Parameters
-- IK use "joint damper" for actuation
-- set large value as damper for arm joints
* Creature [#e514507a]
- if the object is a part of creature body :
-- check "Creature Body" in SprCreaturePanel
- to use default scripts : set Labels as follows
-- Head Object : CRIKSolid label "Head", CRIKJoint label ...
-- Hand Object : CRIKSolid label "RightHand", CRIKJoint l...
-- Waist Object : CRIKSolid label "Waist", CRIKJoint labe...
-- Base Object : CRIKSolid label "Base", CRIKJoint label ...
- check "Creature Core" for "Base" object
- in "Text editor" : add text with name "cr_0_0_Basic"
-- type followings
#cr_0_0_Basic
#This is Basic Rule for cr_0
#To Use Multi Rules, Create Rule-Name-List as "cr_0_rules"
#------------------------------
#Rule Properties
p = [1,1,1,1,1,1]
import bpy
if "Base" in bpy.data.objects:
p[0] = bpy.data.objects["Base"].spr_creature_rule_par...
p[1] = bpy.data.objects["Base"].spr_creature_rule_par...
p[2] = bpy.data.objects["Base"].spr_creature_rule_par...
p[3] = bpy.data.objects["Base"].spr_creature_rule_par...
p[4] = bpy.data.objects["Base"].spr_creature_rule_par...
p[5] = bpy.data.objects["Base"].spr_creature_rule_par...
#------------------------------
currentModel = self.models["current"]
maxAttvSo = currentModel.maxAttvSo
maxAtttSo = currentModel.maxAtttSo
maxAttSo = currentModel.maxAttSo
if maxAttSo:
self.HeadController.LookAt(maxAttSo.phSolid.GetFrameP...
#self.LeftHand.SetTargetPos(maxAttSo.phSolid.GetFrame...
#self.RightHand.SetTargetPos(maxAttSo.phSolid.GetFram...
#self.LeftHand.Start()
#self.RightHand.Start()
- Start Simulation (in Spr Operator Panel)
-- Enable IK
-- Enable Creature
-- Physics Step Enable
** Scripting [#s1fa494b]
- "cr_0_0_Basic" script runs on each step.
-- write sensor -> action cycle here
** Advanced Scripting [#gd7c62b8]
- see SprPyBlender\scripts\modules\spr_op\creature.py
* Skin mesh & Creature [#rcda554a]
- Use parent-child relations
-- Springhead actuate parent object -> blender render rel...
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