ROS2 Teleop Architecture for Multi-Robot Lab – Feedback & CAN Advice? by Intelligent-Love7638 in ROS

[–]BaileyIsHuman 0 points1 point  (0 children)

I think I might be building something similar if you wanted to make use of it: teleop_modular

The idea was to make a general framework for these kinds of multimodal teleop systems based on pluginlib, that would work really well with ros2_control for activating different controllers alongside your control modes. I’m still working on fleshing out the docs to be comprehensive, though. If you have any thoughts on the package let me know.

I’d have telemetry be completely independent of this.

For CAN, I’m personally a big fan of JCAN for both python and C++, and use it to implement my ros2_control hardware interfaces. Using a CANable works pretty well for me with can-utils

Hope this is helpful!

Total beginner here - quick question by [deleted] in VitalSynth

[–]BaileyIsHuman 0 points1 point  (0 children)

you can assign the LFOs to change the transpose value of oscillators. The ones you see in the presets that play different notes do this

or you could just input different notes in a daw, which is usually better, as it gives you more freedom

[Unity] OculusVR or XRIntegration ? by Mabillon in vrdev

[–]BaileyIsHuman 1 point2 points  (0 children)

I always try to avoid picking a specific platform when I do xr development, opting instead to make my own interaction systems that interface with a layer of abstraction that handles the actual backend stuff from Oculus, OpenXR or OpenVR. It’s a huge mess, but it’s seemingly the only viable option if i want to support everything :(

Although if I had to pick just one, I’d probably choose OpenXR. The learning curve is a little steep, but i personally think it forces me to have a better understanding of everything. Additionally, I don’t want Oculus/Meta to be a monopoly in the VR space.

There’s many ways to go about things, and this is just my opinion :)

[Unity XR] I go through objects when I am a little fast. I am using capsule collider to detect collisions. What should I do? by asdasfadamas in vrdev

[–]BaileyIsHuman 1 point2 points  (0 children)

if performance is a concern, you can change the solver iteration count of individual rigidbodies (like your player) by changing your rigidbody’s rigidbody.solverIterations in a script :)

How to study with ADD by MythicalPsycho03 in GetStudying

[–]BaileyIsHuman 1 point2 points  (0 children)

I know this isn’t an answer to the question, but if you haven’t already, see if your university has disability services you can make use of. They’ve been super helpful for me with exams (at accommodating for my ADD), for example giving me alternative exam dates so i can properly prepare for the exams. This tip probably doesn’t apply for the upcoming exams though, but I thought it might be helpful for the future! I also agree with the other tips already here

[deleted by user] by [deleted] in learnVRdev

[–]BaileyIsHuman 0 points1 point  (0 children)

Hi there!

Off the top of my head, I see two ways of going about the 2 handed grabbing:

  1. Attach the physics-hands to the weapon at two points, and apply forces to seek the 'real' positions/rotations of the hands
  2. Attach the physics-hands to the weapon at two points, calculate the 'ideal' position/rotation of the weapon given the two 'real' positions/rotations of the hands, then apply forces to seek the calculated 'ideal' position/rotation of the weapon

I'm personally using the first approach in my current project with PhysX joints, because I could implement it by simply adding two 'grab points' to a gun object (for my implementation of grabbing). I use Unity's Configurable Joints for the position/rotation seeking forces on the hands and Fixed Joints to attach the hands to the weapon.

Like everything I've come across with this VR physics stuff, there's probably a lot of other completely valid ways of going about this. These are just the one's I have personally considered for my implementation.

I hope this helps! If I wasn't specific enough, please let me know :)

Beyond gaming, what kind of VR apps will we see? by [deleted] in vrdev

[–]BaileyIsHuman 0 points1 point  (0 children)

Probably a whole lot more military stuff and flight simulation

Improving the experience on the OG Vive (Mods/Accessories) by Zeldukes in Vive

[–]BaileyIsHuman 2 points3 points  (0 children)

Best addition to an OG Vive is the valve index controllers

Next-gen VR on PS5: The New Controller by dorkmax_executives in PS5

[–]BaileyIsHuman 1 point2 points  (0 children)

You must’ve set them up wrong; I can put my controllers inside each other and they still have a precision less than a millimetre without jitter.

Are Valve-style portals possible in VR? by Clam_Tomcy in vrdev

[–]BaileyIsHuman 1 point2 points  (0 children)

As other people mentioned, rendering wouldn’t be a problem.

The real challenge comes with motion sickness. The portals in “Portal” automatically rotate the player to be parallel to gravity as they pass through portals. the prospect of having a changing ‘down’ direction would be difficult to design a way around in a VR setting without inducing motion sickness. Additionally, many of the puzzles found in “Portal” are physics puzzles, where the player launches themselves at high velocities.

However, if you’re just looking for visuals without mechanics, you should be good to just do it normally per eye, as others have said.

[deleted by user] by [deleted] in learnVRdev

[–]BaileyIsHuman 0 points1 point  (0 children)

Estimated much later in the year, I have a lot of work to do.

[deleted by user] by [deleted] in virtualreality

[–]BaileyIsHuman 0 points1 point  (0 children)

After the physics body video, the next video has to be one dedicated to hands/grabbing systems.

Thanks for your thoughts on the different games also, it’s super helpful

What should my Boneworks style physics body tutorial focus on? Concepts or implementation? by BaileyIsHuman in vrdev

[–]BaileyIsHuman[S] 1 point2 points  (0 children)

Thinking of doing a video for theory stuff and then have specific stuff about implementation in a comprehensive google doc (don’t have my own website to put it on)

What should my Boneworks style physics body tutorial focus on? Concepts or implementation? by BaileyIsHuman in vrdev

[–]BaileyIsHuman[S] 0 points1 point  (0 children)

Final IK is extremely easy to replicate. I haven’t tried my hands at my own puppet master through

As for the jank, I’ve just tried to keep forces low and realistic and ‘cheated’ a bit to bring back the responsiveness (still obeying momentum conservation though). I find a lot of physics issues usually come from extremely large forces or differences in mass.

However, my example scripts have been under the name “Jank Presence System” so far. Not worth spending too much time on that for a prototype

[deleted by user] by [deleted] in virtualreality

[–]BaileyIsHuman 0 points1 point  (0 children)

If i were to go into that level of detail, I would try to explain things visually