Changes between Version 7 and Version 8 of VirtualHumanLoader


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Timestamp:
08/07/12 23:53:47 (7 years ago)
Author:
dennisr
Comment:

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  • VirtualHumanLoader

    v7 v8  
    66main idea: you can specify Embodiments and Engines. Each Embodiment offers an interface to display expressions and behaviors: skeleton control for animation, MPEG4 control for a face embodiment,motor control for a robot embodiment, etcetera. An Engine specializes in displaying specific behavior types (e.g., head and hand gestures) on one or more of the Embodiments. In an Asap Virtual Human Loader file you specify the various embodiments and engines, and connect the embodiments to the right engines. 
    77 
    8 == Start of documentation == 
     8== General structure == 
    99 
    10 General structure: the file consists of 3 sections, that must appear in that order. 
     10A loader he file consists of 3 sections, that must appear in that order. 
    1111 
    1212{{{ 
     
    2222}}} 
    2323 
    24 == parsing, scheduling, pipes, ports, and adapters == 
     24== Parsing, scheduling, pipes, ports, and adapters == 
    2525 
    2626__Log pipe__ 
     
    4141}}} 
    4242 
     43== Rerouting of BML to Engines == 
     44At the end of the file, you can override all default routings. Each type of Engine generally claims a default set of behaviors, but sometimes you want to send, e.g., face behaviors to a AsapPictureEngine instead of to the AsapFaceEngine, etcetera. 
     45 
     46Each route consists of a fully qualified classname of the behavior, and the id of the engine that should be responsible for that behavior type. 
     47 
     48{{{ 
     49<BMLRouting> 
     50    <Route behaviourclass="saiba.bml.core.FaceBehaviour" engineid="..."/> 
     51</BMLRouting> 
     52}}} 
     53 
    4354== User contributions == 
    4455This page still requires a lot more documentation. Please ask specific questions below.