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4: 2011-12-29 (木) 20:15:49 iseki ソース 現: 2012-01-03 (火) 10:28:24 iseki ソース
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*** File Menu [#m3c9cdf0] *** File Menu [#m3c9cdf0]
-&ref(MENU_FILE_LOGIN_E.jpg,80%);+&ref(MENU_FILE_LOGIN_E.jpg);
**** Login [#l8932875] **** Login [#l8932875]
- Login to Animation Relay Server. Server setting is at "Setting of Network". - Login to Animation Relay Server. Server setting is at "Setting of Network".
- When Local Mode is selected, this item is unable. - When Local Mode is selected, this item is unable.
 +- When Kinect is detecting user, this item is unable.
- When Login is success, Animation data receiving is started by automatically. - When Login is success, Animation data receiving is started by automatically.
**** Logout [#ta3aaa49] **** Logout [#ta3aaa49]
- Logout from Animation Relay Server. If animation data is being received,  it is stopped. - Logout from Animation Relay Server. If animation data is being received,  it is stopped.
 +- If you are detecting user on Sensor Window, it is stopped.
- If user does not login, this item is unable. - If user does not login, this item is unable.
Line 20: Line 22:
**** %%Load Data%%  [#wa0dae15] **** %%Load Data%%  [#wa0dae15]
-- Not implemented yet+- Not implemented yet. This function will be supported by v2.1.0.
**** %%Save Data%% [#ta28d4b8] **** %%Save Data%% [#ta28d4b8]
-- Not implemented yet+- Not implemented yet. This function will be supported by v2.1.0.
**** Exit [#g9672d8f] **** Exit [#g9672d8f]
Line 84: Line 86:
*** Setting of Animation Dialog [#x8e7383d] *** Setting of Animation Dialog [#x8e7383d]
-&ref(DIALOG_ANIMATION_E.jpg,80%);+&ref(DIALOG_ANIMATION_E.jpg); 
 + 
 +**** Animation UUID [#r6dc794f] 
 +- UUID (correctly GUID) of the animation replaced with the animation data from the Kinect is specified.
*** Setting of Sensor Window Dialog [#rfe5bb5b] *** Setting of Sensor Window Dialog [#rfe5bb5b]
&ref(DIALOG_SENSOR_E.jpg); &ref(DIALOG_SENSOR_E.jpg);
 +**** Mirroring [#na527ba8]
 +- Mirroring of Kinect Data is performed.
 +- An avatar motion is mirrored, too.
 +
 +**** Use Camera Image [#d3b90e25]
 +- Display camera image on Sensor Window.
 +- If it is unchecked, background of Sensor Window is light gray.
*** Setting of Log Window Dialog [#m11bf759] *** Setting of Log Window Dialog [#m11bf759]
-&ref(DIALOG_LOG_E.jpg);+&ref(DIALOG_LOG2_E.jpg); 
 + 
 +**** Position [#a01e22b1] 
 +- Display position data (XYZ) from Kinect. 
 + 
 +**** Rotation Matrix [#i839a39a] 
 +- Display elements of rotation matrix from Kinect. 
 + 
 +**** Quaternion [#efa9fa10] 
 +- Display relative Quaternion that is computed from rotation matrix. 
 +- Viewer reads this data directory from shared memory. 
 + 
 +**** Received Data from Network [#n805e0c7] 
 +- Display received Animatin UUID, Number of joints and Unit Data Size (double[8] or float[4]) 
 +**** Network Check [#je622a03] 
 +- The information for debugging for network functions is displayed. So, receiving Rate in every 5s (packets/s), delay time of own data, received Animation Num. and Connection Key are  displayed.
*** Setting of Data Save Dialog [#x7e58104] *** Setting of Data Save Dialog [#x7e58104]
&ref(DIALOG_DATA_E.jpg); &ref(DIALOG_DATA_E.jpg);
 +- Not implemented yet. This function will be supported by v2.1.0.
*** Setting of Network Dialog [#x9904c0e] *** Setting of Network Dialog [#x9904c0e]
-&ref(DIALOG_NETWORK_E.jpg,70%);+&ref(DIALOG_NETWORK3_E.jpg); 
 + 
 +**** Output of Data [#i3397729] 
 +- Network and Local: Animation Data is wrote to shared memory and sent to Animation Relay Server. 
 +- Network only: Animation data is sent only to Animation Relay Server. 
 +**** Fast Transfer Mode [#k875fd78] 
 +- Usually, the UDP data for one frame of an avatar is a header(64Byte) + elements number of joint data(8) x double(8Bytes) x joints number(11) = 768Bytes. 
 +- If this is checked, a data type will turn into a float(4Bytes), and will serve as 416Bytes in all. In this size, fragmentation is never caused on the network. 
 +- You can change this, also in during transmission of data. 
 + 
 +**** Received Port [#bbceb756] 
 +- Port number of UDP which receives data from an Animation Relay Server. 
 +- Usually, 8200 is used in the default . 
 +- If your PC is in NAT (correctly NAPT), you must to set up a router, and UDP data must be forwarded from Port of Router (same number as Received Port) to Received Port of PC which executing SLKinect2. (default is from Router:8200 to PC:8200) 
 +- You cannot change this item during login. 
 + 
 +**** Animation Relay Server [#v1b7ba57] 
 +- IP address or FQDN of an Animation Relay Server is specified. 
 +- You cannot change this item during login. 
 +- Our test server is ''silver-star.nsl.tuis.ac.jp''. You can use this server, but support is nothing. 
 + 
 +**** Port Num. [#jdbefcf8] 
 +- The UDP port number of an Animation Relay Server. 
 +- It asks administrator and sets to a server. 
 +- Usually, 8200 should be used in the default. 
 +- You cannot change this item during login. 
 +- Port number of ''silver-star.nsl.tuis.ac.jp'' is 8200. 
 + 
 +**** Group Key [#lf77f9dd] 
 +- This key is for grouping of user on an Animation Relay Server. A top string (Group Key Prefix) can be specified by the server side. 
 +- It cannot log in, unless Group Key Prefix is the same as one on server side. 
 +- About Group Key Prefix, please ask server administrator. 
 +- It can set up freely except a Group Key Prefix. However, the character must be only an alphanumeric character and must be less than 16 characters on the whole including a Group Key Prefix. 
 +- You cannot change this item during login. 
 +- Group Key Prefix of ''silver-star.nsl.tuis.ac.jp'' is ''NSL_''
#br #br


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