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1: 2012-09-22 (Sat) 18:22:24 iseki source Cur: 2012-09-24 (Mon) 13:41:25 iseki source
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[[Back to Setting Menu>../../Setting Menu]] [[Back to Setting Menu>../../Setting Menu]]
-** Dialog of Settings [#s4a914e1]+*** Data Save [#kf7702d6] 
 +&ref(../Setting_Save_en.png); 
 +#br
-*** Setting of Animation Dialog [#x8e7383d+**** OpenNI (.oni) [#x5aa08d3
-&ref(DIALOG_ANIMATION_E.jpg);+- This specifies saving data as ''ONI'' File (OpenNI raw data)
 +- If you use ''Kinect SDK'', this is unavailable. 
 +#br
-**** Animation UUID [#r6dc794f+**** Joints Text [#f88601c1
-- UUID (correctly GUID) of the animation replaced with the animation data from the Kinect is specified.+- This specifies saving data as [[''Joints Text''>../../Joints Text File]] File. 
 +- If it is before choosing ''Save Data'' from [[''File Menu''>../../File Menu]] and saving data, it is possible that you change write format to ''BVH''. 
 +#br
-*** Setting of Sensor Window Dialog [#rfe5bb5b] +**** BVH File [#w41592c1
-&ref(DIALOG_SENSOR_E.jpg); +- This specifies saving data as BVH
-**** Mirroring [#na527ba8+- If it is before choosing ''Save Data'' from [[''File Menu''>../../File Menu]] and saving data, it is possible that you change write format to [[''Joints Text''>../../Joints Text File]].
-- Mirroring of Kinect Data is performed+
-- An avatar motion is mirrored, too.+
-**** Use Camera Image [#d3b90e25] +- ''Format'' 
-- Display camera image on Sensor Window+-- Please select ''QAvimator''. ''QAvimator'' format is compatible with  QAvimator
-- If it is unchecked, background of Sensor Window is light gray.+-- Other formats are under development.
-*** Setting of Log Window Dialog [#m11bf759] +- ''FPS'' 
-&ref(DIALOG_LOG2_E.jpg);+-- Specify the FPS of write-in BVH.
-**** Position [#a01e22b1] +- ''Div Time'' 
-- Display position data (XYZ) from Kinect.+-- When outputting a BVH file for Second Life or OpenSim, BVH is divided and outputted by specified time. 
 +-- If you specify ''sample.bvh'' as file name, actually, data is saved by the name ''sample_00.bvh'', ''sample_01.bvh'', ''sample_02.bvh'', ... 
 +-- The play time of each outputted BVH file becomes long a little from the specified division time for re-combination . 
 +-- If ''0'' is specified, file is not divided.
-**** Rotation Matrix [#i839a39a] +- ''Scale'' 
-- Display elements of rotation matrix from Kinect. +-- This is the coefficient of the scale conversion of coordinate data in the case of writing out to a BVH file
- +-- Default unit is inch. So, if you want to output by cm, please specify ''2.54''
-**** 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] +
-&ref(DIALOG_DATA_E.jpg); +
-- Not implemented yet. This function will be supported by v2.1.0. +
- +
-*** Setting of Network Dialog [#x9904c0e] +
-&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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