Building a robotic arm manipulator in Unreal Engine - unreal-engine4

Really new to Unreal Engine. I'd like to start learning the quickest way to build a robot manipulator arm without complex inverse kinematics. Just set up the joints, arms and gripper and control them directly.
This would be nice: https://www.youtube.com/watch?v=9DqRkLQ5Sv8. This would be even nicer: https://www.youtube.com/watch?v=UWsuBdhWqL0&t=24s.
I looked into the rigging and animation toolpack, but that's just for humanoids (is it?).
I'd appreciate any pointers.
Thanks

I recommend that you look into the fabrik node or the newer 2 bone Ik node , you will be able to choose the effector bone and take its postion and move it as you like. Hope this helps .

Related

Ros Melodic grasping objects

I am new to ROS2 and I tried to follow this tutorial to get started with Ros Melodic on Ubuntu18.04. I don't have a robot, I am interested only in the simulation part. I tried to follow the steps and the simulation starts correctly, so I tried to put a little sphere in front of the robot but I cannot grasp it: when I use the open manipulator control gui to move the arm and grasp the ball, if I try to move it again to lift the ball it slips from the grasper and stays where it is. Do I need to change parameters of the ball (like mass, inertia, ...) or something else?

Punch action in unreal engine, blueprint tutorial

Sorry for the crudely formulated question but can anyone recommend a good tutorial that helps achieve this. I'm working on a 2D game using Paper2D in Unreal and found some tutorials for 3D animations in blueprint but not for the Flipbook implementation. I was trying to rig the existing animation state machine in the template paper2d character to add a "punch" state but have no idea how to achieve this.
I have done a quickly searched in my bookmarks and I have found these tutorials, that I hope, they might be useful for your necessities.
Basic animation for a environment obstacle.
https://www.youtube.com/watch?v=lC4JGl1uU0I
Unreal Engine 4 Paper2D Advanced Flipbook Animation Tutorial
https://www.youtube.com/watch?v=oTRCe2wdfN4
Player controller and player character.
http://nerd-time.com/ue4-2d-platformer-player-controller/
I wish you the best of lucky in your project.

Tool to construct 3D maze for the iPhone?

I want to construct a 3D Maze tha will appear on the iPhone screen but not in the typical above-the maze view but in a Wolfenstein walking inside-around the maze fashion.. Excuse my terminology but I'm quite new to this :)
My questions are the following:
What tools should I use to build my 3d maze? XCode's OpenGl or Quartz Composer?
Given that I want a fairly simple design is there some even simpler tool I can use to design the maze and then import it in my Objective-C project to integrate user/iphone interaction to this?
More importantly though: Regarding the user's movement around the maze, it will involve some elaborate motion event handling and not your typical click left/front/back/right arrow to move around.. Does that affect in any way the tool I will be using to construct my maze or is this irrelevant?
Thanks in advance for any help!
You could (and probably should) do it with Unity 3D. In fact, somebody already has.

Moving/Dressing mesh in 3D engine (iPhone)

I'm new in 3D games developing so I have kinda dummy question - how to move a mesh in 3D engine (under moving I mean a walking animation). And how to dress some skin on it?
What I have:
open source 3D OpenGL engine - NinevehGL http://nineveh.gl/. It's super easy to load a mesh
to. I' pretty sure it will be awesome engine when it will be released!
a mesh model of the human.
http://www.2shared.com/file/RTBEvSbf/female.html (it's mesh of a
female that I downloaded from some open source web site..)
found a
web site from which I can download skeleton animation in
formats:
dao (COLLADA) , XML , BVH (?) - http://www.animeeple.com/details/bcd6ac4b-ebc9-465e-9233-ed0220387fb9
what I stuck on (see attached image)
So, how can I join all these things and make simple game when dressed human will walk forward and backward?
The problem is difficult to answer, because it would require knowledge of the engine's API. Also you can't just stick a skeletal animation onto some mesh. You need some connection between both, a process called rigging, in which you add "bones" (also called armatures) to the mesh. This is an artistic process, done in a 3D modeller. Then you need to implement a skeletal animation system, which is a far too complex task to answer in a single Stackoverflow answer (it involves animation curve evaluation, quaternion interpolation, skinning matrices, etc.).
You should break down your question into smaller pieces.
I'm a BETA Tester for Nineveh Engine.
Currently, the engine does not support bones/skeleton animation. This will be a part of their next release version which is upcoming in next 4-8 months.
Future (Roadmap)
Version 0.9.3 : Q4 2011 - Q1 2012
Bones, Rigging and Mesh's Animations.
Mesh Morph.
You might want to checkout http://nineveh.gl/docs/changelog/

Iphone GUI physics code

When you drag an iphone GUI element like a list, it scrolls in a physics correct way, and also has a nice bounce effect at the end.
I would like to write a GUI element in my game, without using UIKit. I wonder where is the code implementing this, and if I can use it instead of trying to write something similar.
Any ideas?
I think that a physics engine would be overkill for just animating a gui element (unless you already have a physics engine in your game).
You could try using animations but I've no experience of doing this without UIKit but I suppose you would start here?
If you didn't want to use Core Animation, I would take a look at Robert Penner's easing equations - they're in actionscript but are pretty simple to port to C and would be a good start to get your own animation code started.
Hope this helps,
Sam
You can perhaps use animations to achieve this, you can define animation paths for bouncing or doing whatever it is you need and activate them when needed. I think the example project MoveMe can help you out
I can recommend the O'Reilly book "Physics for Game Developers" by David Bourg, which has great coverage of algorithms and code for all sorts of simulations. You probably want to start with motion affected by drag for the flick and gradual slowing, then look at a spring model to simulate the damping at the end.
box2d is an open source project that provides a great 2d physics engine.
this library is used by Intel clutter, which is a nice physics oriented UI library that is capable of running on mobile devices. that means that box2d is already optimized for mobile platforms like the iphone.