UDKOSC DEV

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[[Scripting UDKOSC Gestures]]
[[Scripting UDKOSC Gestures]]
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[[Dance and Movement]]
TO DO:
TO DO:

Revision as of 23:26, 8 June 2013

UDKOSC and Oculus Rift

Scripting UDKOSC Gestures

Dance and Movement

TO DO:


  • allow users to ramp up/down speed of movement
  • modify animation speed based on speed of movement
  • Add support for absolute "setX" etc OSC params; updated dll already, need to update OSCPlayerControllerDLL::ProcessMove::returnX() etc.
  • Add support for SetX params in DLL
  • Toggle Mode in UDK via OSC "mode" param of playerstatestruct
  • Add "playermove mode" value in DLL: "/udkosc/script/playermove/mode"
  • Toggle FlyWalk in UDK via OSC "fly" param in playerstatestruct
  • Output downtrace over OSC
  • Hide trace color lines
  • Add tracing into startup script
  • change size of OSCPawnBots by default (medium)
  • change size of OSCPawn to larger
  • make speed of OSCBot followers fluctuate
  • Make "FollowOSCBots" a toggle and make it OSC toggled (even just via ConsoleCommand)
  • teleport OSCBot
  • Make OSCBots track a target near the pawn, not it
  • Make OSCBots use /bot osc output, not /pawn
  • OSC toggle for camera modes (OSCFreeCamera, OSCAttachedCamera)

Occulus:

https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=231

Rotate camera with mouse:

http://forums.epicgames.com/threads/719004-(Solved)-Rotating-Camera

Mouse Smoothing:

http://www.flipcode.com/archives/Smooth_Mouse_Filtering.shtml

BiPlane Flight discussion:

http://forums.epicgames.com/threads/728892-Relative-Physics-Problem



~screetch = (
  {
	arg gain = 0.0;
		
	l = LocalIn.ar(2);
	k=LFSaw.ar(l,0,l,1);
	j=k.range(0.25,4.0);
	s=PitchShift.ar(SinOscFB.ar(j**j,k),[0.05,0.03],j);
	5.do{s=s.tanh+(s*0.1)};
	LocalOut.ar(s);
	s * gain
  }.play;
);

~screetch.set(\gain, 0.2);



( { Pan2.ar( DynKlank.ar(`[[800, 1071, 1353, 723 + SinOsc.ar(SinOsc.ar(0.2).range(0, 10)).range(0,330)], nil, [1, 1, 0.5, 1]], PinkNoise.ar(0.007)), TRand.kr(-1, 1, trig: Pulse.ar(10)) ) }.play; )



Command shortcupts

http://udn.epicgames.com/Three/CommandLineArguments.html#Unreal Engine 3 Command-Line Arguments

FIXING CAMERA STUFF:

  • oscstartinput
  • behindview
  • changeplayermesh 2
  • FlyWalk
  • oscmove
  • setoscfreecamera 0
  • setoscattachedcamera 1
  • ---- can't manually move now
  • ---- player turning via OSC doesn't work
  • setoscattachedcamera 0
  • osc turning works, so does mouse move
  • SEND OSC MESSAGES...
  • setoscattachedcamera 1


  • behindview
  • changeplayermesh 2
  • setoscattachedcamera 1
  • - - - - - - THIS WILL GIVE A WIERD 3RD Person ISO cam (because of behindview?)

This gets you standard view (need to set speed though)

  • OSCMove
  • setoscfreecamera 0
  • setoscattachedcamera 0
  • setspeed 1
  • setairspeed 2000


SetTimer

List of exec functions: http://udn.epicgames.com/Three/ExecFunctions.html


Echo::Canyon

PREPPING START OF PIECE

  • HIDE ALL SCREEN OBJECTS: ToggleScreenShotMode
  • InitPiece

SpawnOSCBot

  • defaults to 0,0,2000

SpawnOSCBotAt(x,y,z)

  • set parameters manually

MOVING OSCPAWNBOTS:

oscstartinput

ruby osccontrol.rb localhost 7001

osccheckpawnbots

oscpawnmove

playermove teleport 0 0 1000 0


OSCMove
OSCSetFreeCamera
OSCStartInput


SPACING OF FOLLOWERS

  • take a local vector for targeting: LocalForward = vect(-30, -30, 0)
  • transform that vecto: WorldForward = LocalForward >> Rotation



FaceRotation in Pawn now lets pawn follow camera rotation if not in OSCFreeCamera or in OSCAttachedCamera


NEED TO ADD:

TESTING :

OSCBot Following OSC controlled OSCPawnBot:

  • SpawnPawnBot
  • OSCCheckPawnBots
  • OSCPawnMove
  • OSCStartInput
  • spawnoscbotat 50 50 500
  • followoscbots
  • OSCStartOutput
  • OSCStartPawnBotOutput
  • OSCStartBotOutput

CAMERA:

  • Added OSCSetStaticCamera and setStaticCamera(int var)
  • Now OSCFreeCamera means Camera moves around with OSC control
  • OSCAttachedCamera means camera rotates with OSC but is attached to Pawn


Contents

Smooth Mouse example

// Smooth and amplify mouse movement

	SmoothTime = FMin(0.2, 3 * DeltaTime);
	MouseScale = MouseSensitivity * DesiredFOV * 0.0111;
	aMouseX = aMouseX * MouseScale;
 	aMouseY = aMouseY * MouseScale;

	if ( (SmoothMouseX == 0) || (aMouseX == 0) 
			|| ((SmoothMouseX > 0) != (aMouseX > 0)) )
		SmoothMouseX = aMouseX;
	else if ( (SmoothMouseX <0.85 * aMouseX) || (SmoothMouseX> 1.17 * aMouseX) )
		SmoothMouseX = 5 * SmoothTime * aMouseX + (1 - 5 * SmoothTime) * SmoothMouseX;
	else
		SmoothMouseX = SmoothTime * aMouseX + (1 - SmoothTime) * SmoothMouseX;

	if ( (SmoothMouseY == 0) || (aMouseY == 0) 
			|| ((SmoothMouseY > 0) != (aMouseY > 0)) )
		SmoothMouseY = aMouseY;
	else if ( (SmoothMouseY <0.85 * aMouseY) || (SmoothMouseY> 1.17 * aMouseY) )
		SmoothMouseY = 5 * SmoothTime * aMouseY + (1 - 5 * SmoothTime) * SmoothMouseY;
	else
		SmoothMouseY = SmoothTime * aMouseY + (1 - SmoothTime) * SmoothMouseY;

	aMouseX = 0;
	aMouseY = 0;


Sounds

EchoCanyon_Sounds


SixAxis and Hydra dll math

http://sixense.com/forum/vbulletin/showthread.php?3591-Tutorial-2-Coordinate-Space

Users

http://svengus.wordpress.com/category/kandidatarbete/

http://alpineskichampion.tumblr.com/portfolio

http://www.academia.edu/2854138/Procedural_audio_modeling_for_particle-based_environmental_effects

http://www.sga-ssa.ch/pdf/events/120510_SSA_printemps2012_03-Verron.pdf
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