getting started with realtime control

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Francisco Ramirez

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Oct 23, 2013, 10:43:26 AM10/23/13
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hi, i know i'm really close to get it working, but it seems i might be missing some hidden detail.

i've got osceleton working, and have been able to even play the processing examples. however, when i try to use it through the kitchen command in terminal it initializes well and starts tracking

FRANCISCOs-MacBook-Pro:OSCeleton-1.2.1 francisco$ ./osceleton -k -xd
Initializing...
Configured to send OSC messages to 127.0.0.1:7110
Multipliers (x, y, z): 1.000000, 1.000000, 1.000000
Offsets (x, y, z): 0.000000, 0.000000, 0.000000
OSC Message format: Kitchen (Animata compatibility)
Initialized Kinect, looking for users...

New User 1
Calibration started for user 1
Calibration complete, start tracking user 1

then i open the arm example and turn on the osc button for the elbow, wrist and hand joints in the skeleton tab. i even turn the output view on in the view tab.
however, it doesn't start controlling the joints, and nothing seems to be wrong. i even named the elbow and wrist joints after the available names in osceleton's joint list.

any light shed on how can i get animata working is really appreciated.
thanks!

James Britt

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Oct 23, 2013, 2:15:53 PM10/23/13
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On Wednesday, October 23, 2013 7:43:26 AM UTC-7, Francisco Ramirez wrote:
hi, i know i'm really close to get it working, but it seems i might be missing some hidden detail.

i've got osceleton working, and have been able to even play the processing examples. however, when i try to use it through the kitchen command in terminal it initializes well and starts tracking



So, as it happens, the "reply" setting for this group seems to be to reply to the original sender, not to the group.  That's flamewar material so I'll just not mention how wrong that is. :)


I replied to Francisco but of course only he saw my answer, which defeats the purpose of having a group.

The solution is to start the Animata scene first, then start OSCeleton.

James


Francisco Ramirez

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Oct 25, 2013, 11:58:38 AM10/25/13
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so i was finally able to run the arm example. however, i've created a new whole-body rig and it won't work. i've created a mesh for every extremity, head included and created the basic body joint (osceleton's joint list). i've enable the osc button, and after openning the animata file ran osceleton from terminal, and even though there's a successful calibration, the puppet won't move. 

any suggestions are welcomed and great gratitude as well.

Francisco Ramirez

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Oct 25, 2013, 7:16:17 PM10/25/13
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hi james, apologies for the intrusion, but just wondering if joints in animata are –necessarily– named in order to osceleton to read them? thnx


On Fri, Oct 25, 2013 at 10:58 AM, Francisco Ramirez <fraco....@gmail.com> wrote:
so i was finally able to run the arm example. however, i've created a new whole-body rig and it won't work. i've created a mesh for every extremity, head included and created the basic body joint (osceleton's joint list). i've enable the osc button, and after openning the animata file ran osceleton from terminal, and even though there's a successful calibration, the puppet won't move. 

any suggestions are welcomed and great gratitude as well.

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James Britt

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Oct 25, 2013, 9:24:00 PM10/25/13
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On Fri, Oct 25, 2013 at 4:16 PM, Francisco Ramirez
<fraco....@gmail.com> wrote:
> hi james, apologies for the intrusion, but just wondering if joints in
> animata are –necessarily– named in order to osceleton to read them? thnx

Animata will handle OSC messages using any name you decide to use.
For example, you can name joint or bone "FooBone" and then send the
message "/joint FooBone 100 400" to move it.

OSCeleton, however, does not give you the option of sending arbitrary
messages so it decides in advance what names are to be used.

If you want to move something using OSCeleton you have to use the
OSCeleton joint and bone names. On the other hand, you don't have to
use *all* of them; messages for things that don't exist get ignored.

This is handy if you wanted to move an item based only on the location
of your left hand. Just have a bone or joint named for the left hand
and don't use any of the other OSCeleton names in the same object.

This is also a handy way to see if things are working more or less as
expected. I've found it very tricky to make a custom figure that
plays nice with OSCeleton. There's a fair amount of scaling and
position tweaking needed to get the movement just right. What tends
to happen (for me, at least) is that commands to move the legs pull
against commands to move the head or neck. If you can get away with
it you can just label the head and hands and let "gravity" flow to
have the rest of the body hand down.

James
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