Hey...
I can't recall 100% what we added and what was there before, but I can tell
you how it works..
Basically for remote control of pawns and characters we just send a "set
pawn/char name world_offset x y z h p r" message whenever the delta since
the previous message was sent is greater than some constant. So we didn't
add a new message for that.
If I recall correctly, we had to add a message to smartbody that would
notify the renderer once a pawn was created. This was done for characters
previously, we just pretty much did the same for pawns with a command called
"CreatePawn" (as opposed to the previously existing command "CreateActor"
The text bubbles were implemented with string messages, the command for that
is "SpeakText"
The handling of the incoming messages is done in Scene.py (but they are
received in nethandler.py).
I think that's all, except that we might have modified the vrAllCall to be
sent back to us on more occasions (I believe in some cases it was checking
if ActiveMQ was present, we removed that restriction).. We use that message
to know when smartbody is ready to recieve commands over the network.
If you have more questions please ask, I can even dig into the code more if
you need more detailed information. I however won't be able to answer untill
friday night or saturday..
-Bjarni (from CADIA)
Ps, pitty that you weren't at ISI when I came by the other day... Also
could've met up with you at SIGGRAPH but didn't see the mail untill too
late! I'll have to stop by ISI soon again... Are you going to Tokyo for IVA?
On Wed, Aug 20, 2008 at 3:17 PM, Andrew n marshall <[EMAIL PROTECTED]> wrote:
>
> Hey guys,
>
> Ed and I are looking at adding more commands to the external renderer
> via SBM and the BoneBus. I'm wondering if anyone can provide some
> examples from the Panda3D code. Obviously they have text "bubbles".
> They also have remote controlled pawns, but I don't know how they
> implemented remote control of pawns (messages or extensions to the bone
> streams).
>
> Does anyone on the list know, before I dig into their code? What are
> the messages called? What are the parameters? Are they sent as strings
> or structs?
>
> Knowing this will help us unify the designs later on.
>
>
>
> Anm
>
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Bjarni Þór Árnason
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