Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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Il reste du travail pour la reco, je n'ai pu tester que sous Windows pour le moment en utilisant Vosk-API
Pour le navigateur web il faudra que je regarde la faisabilité, des fois que ça ait évolué. L'ideal est d'avoir un seul code pour toutes les platformes.
Bonjour,
voici un example : https://www.openspace3d.com/rsc/samples … strois.xos
Pour que la direction fonctionne il faudra mettre a jour le plugIT item (je me suis rendu compte d'une erreur sur l'orientation du add item)
https://redmine.openspace3d.com/project … citems.pkg
(lien download en haut a droite pour le télécharger) il se place dans le dossier C:\Program Files (x86)\Scol Voyager\Partition_LockedApp\tools\os3dplugins\misc\items pour une version installée d'OS3D.
bonjour,
tu peux definir un dummy pour la source du plugit Item, et controller ce dummy
Bonjour,
voici la version corrigée : https://www.openspace3d.com/rsc/samples … strois.xos
il faut définir le nom de l'objet sur le physic tools via le lien item loaded du plugit item et ensuite appliquer l'effet physique.
Hello, this was in fact a bug in the beta version. You can download and use the 1.91 release from https://www.openspace3d.com/download
The user partition also need a priority index that was missing and corrected.
So the normal behavior is to save project files and modified source into the user folder only.
Hello,
I don't know about mkbundle, for now the workflow in OS3D is to export the Xcode project and open it on a mac to generate the app with your apple developer account and sign keys
you can check the .material file generated by the exporter and copy the textures files in the export folder is they are missing.
When you import the model in OS3D, you can define the additional texture folders and material scripts to load with the mesh if they are not found automatically.
What kind of app do you want to make with speech recognition ?
Hello,
OpenSpace3D 1.91 is finally here.
This version is more stable and correct several issues of the 1.90. some new features are also added.
1.91 - 05/04/2023
PlugITs:
- Add Items plugIT to creates items to collect
- Chrono: add Pause / Resume actions
- Object position: add "get scale" action
- OpenXR: add an option to use the initial position offset from the room guard center
- Add a microBit plugIT to communicate with a microBit card using a provided firmware
- Custom interface: add a validated text input event
- Material color: allow to set the transparency level of a material
Editor:
- Add a quick menu on right click on the "open file" toolbar button to open the 10 last projects
- Allow to choose the 3D renderer in portable version (settings)
- Allow to choose the user partition path in portable version (settings)
- Meshes are loaded asynchronously in player and instantiate
- Add helper on point light and spot light to show the light range
- Correction on VR templates
Core / Scol:
- OpenXR: enable passthrough on Pico4
- Correction on a crash with AMD cards
- Correction on corrupted 3D models when no UV coords
- Correction on TGA reader
- Correction on skeleton import from assimp
- Correction on video reader on sound lags
- SO3Engine add SO3SceneCloneEntity and SO3BodyGetShapeDefinition
- LIPSSM shadows can now project 4 lights shadows
- All shadows methods are now overide by other scene lights
- Update Ogre3D version
Hello, yes I know about the android java interface, I should prefer a C++ sdk against a java / C++ bridge. I didn't look for a while into latest NDK for android.
This is a big work to implement such interface working with audio input from Scol side if possible. I'll try to look at this when I'll have some time.
Hello. You can open an url from the os3d app. But it will be outside the app.
Hello, nope I didn't found a correct and open source api yet to work on android.
On Windows it use the system speech recognition. You can check if it work on your Windows using the configuration panel
Well I could not achieve to import mixamo animation from fbx correctly by now because of this issue : https://github.com/assimp/assimp/issues/4015
I'll wait a bit to get this done until I try again for next releases.
Bonjour,
Oui il suffit d'installer l'application oculus Windows pour le quest, de le connecter avec oculus link en wifi ou par cable et de faire "play" dans l'éditeur os3d.
Pour un pico il faut installer l'application streaming assistant et d'avoir steam vr installé https://www.picoxr.com/fr/software/pico … UUQAvD_BwE
il faut aussi définir l'environnement OpenXR dans l'application Oculus ou steamVR.
Hello,
thanks to Lorcan71 I uploaded his pdf tutorial here : https://www.openspace3d.com/rsc/blender2ogre.pdf
merci
merci oui tu peux m'envoyer le pdf je le mettrait en ligne ![]()
Bonjour lorcan,
Les compositors par défaut se trouvent dans le fichier zip C:\Program Files\Scol Voyager\Plugins\ogre_redist\SO3Core.zip
Ils sont composés, d'un fichier .compositor qui peut contenir un ou plusieurs compositors, d'un fichier .material contenant la description du et des matériaux, des fichiers de shader .glsl
Je t'ai fait un exemple à décompresser dans ton dossier utilisateur OpenSpace3D : https://www.openspace3d.com/rsc/assets_ … xample.zip
Dans OpenSpace3D, tu fait un clique droit sur le noeud de la scène et tu choisis "Importer des ressources / Add ressources to scene", tu sélectionnes les 3 fichiers du dossier assets/compositors/
tu peux ensuite ajouter un compositor (menu "add compostitor" sur le noeud de scene) et tu trouveras Example dans la liste.
C'est super pour mixamo, j'essais de mieux gérer l'import des squelettes mais il semble y avoir un bug avec la version actuelle de Assimp. Je veux bien que tu partages ton workflow sur le forum pour les autres utilisateurs ![]()
Bonjour Romain,
Il y a peut être un problème avec un model 3d.
Tu peux essayer avec la dernière version Beta disponible sur le forum.
Au cas où le bug aurait déjà été corrigé.
Tu peux exporter ton projet en package os3d. Pkos.
Et m'envoyer le fichier. Mon mail est dans le lien sous mon pseudo à gauche de ce post.
Hello,
I did some tests using blender mixamo plugin and latest Blender2Ogre.
along with this tutorial : https://youtu.be/wYqJ7AyEuhc
I can export the model with correct skeleton into OS3D, but animations are bad.
It seems to be related with the skelton bind pose. When exporting the model with bind pos the animation is not exported...
I also try to update assimp https://github.com/assimp/assimp
in case I could get better compatibility with mixamo formats.
I'll tell you if I found a way. unfortunatly the best workflow for now is to use 3DS max with EasyOgreExporter I made it to be 100% compatilble with OS3D with all skeleton and pose animations.
Hello, the .mesh, material and textures are missed from in the File exported with blender2ogre directory.
there is only the skeleton file
Hello
Can you send me the mesh and skeleton along with material and textures file generated from the mixamo animations and model.
Maybe the bones transformation have an issue with scale or something
You will find my mail under my login on the left of this post.
Hello, I just compiled the OgreXmlConverter with my current Ogre version
You can find it here: https://redmine.openspace3d.com/project … lConverter
Also I uploaded the 1.91 - Beta4 version of OS3D you can find it in the Beta channel on the forum.
Hello,
OpenSpace3D 1.91 -Beta4 is available for download, it include all the previous corrections.
The microbit and items plugits documentation are also available.
Hello,
I made some test with mixamo, and corrected some issue in the next beta coming.
The main issue that still here is the model are not available with animations and meshes in the same file, all animations are in different files.
I'll try to manage this case when I'll have time. maybe ask the user to select animation files when a skeleton is detected in a model. Also I don't know yet is the assimp project allow to convert a skeleton animation without a model in the file.
Andy was made using 3DSmax and Easy Ogre exporter. I'm not familiar with blender so maybe someone else in the community could help for this.