Пример #1
0
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
    #VC: place any general initialization code here
    rawAvatar = vizconnect.getRawAvatarDict()

    #VC: initialize a new avatar
    _name = 'male'
    if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
        #VC: init the raw object
        if initFlag & vizconnect.INIT_RAW:
            #VC: create the raw object
            avatar = viz.add('vcc_male.cfg')
            avatar._bodyPartDict = {}
            avatar._handModelDict = {}
            rawAvatar[_name] = avatar

        #VC: init the wrapper (DO NOT EDIT)
        if initFlag & vizconnect.INIT_WRAPPERS:
            vizconnect.addAvatar(rawAvatar[_name],
                                 _name,
                                 make='Complete Characters',
                                 model='Male')

        #VC: init the animator
        if initFlag & vizconnect.INIT_ANIMATOR:
            # need to get the raw tracker dict for animating the avatars
            from vizconnect.util.avatar import animator
            from vizconnect.util.avatar import skeleton

            # get the skeleton from the avatar
            _skeleton = skeleton.CompleteCharacters(rawAvatar[_name])

            #VC: set which trackers animate which body part
            # format is: bone: (tracker, parent, degrees of freedom used)
            _trackerAssignmentDict = {
                vizconnect.AVATAR_HEAD:
                (vizconnect.getTracker('look_at2').getNode3d(), None,
                 vizconnect.DOF_6DOF),
                vizconnect.AVATAR_L_FOREARM:
                (vizconnect.getTracker('marker6').getNode3d(), None,
                 vizconnect.DOF_6DOF),
                vizconnect.AVATAR_L_HAND:
                (vizconnect.getTracker('look_at').getNode3d(), None,
                 vizconnect.DOF_6DOF),
                vizconnect.AVATAR_R_HAND:
                (vizconnect.getTracker('look_at3').getNode3d(), None,
                 vizconnect.DOF_6DOF),
            }

            #VC: create the raw object
            _rawAnimator = animator.InverseKinematics(rawAvatar[_name],
                                                      _skeleton,
                                                      _trackerAssignmentDict)

            #VC: set animator in wrapper (DO NOT EDIT)
            vizconnect.getAvatar(_name).setAnimator(_rawAnimator,
                                                    make='WorldViz',
                                                    model='Inverse Kinematics')

    #VC: return values can be modified here
    return None
Пример #2
0
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
	#VC: place any general initialization code here
	rawAvatar = vizconnect.getRawAvatarDict()

	#VC: initialize a new avatar
	_name = 'female'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: create the raw object
			avatar = viz.add('vcc_female.cfg')
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Complete Characters', model='Female')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.CompleteCharacters(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('rift_orientation_tracker').getNode3d(), None, vizconnect.DOF_ORI),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.InverseKinematics(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='WorldViz', model='Inverse Kinematics')
	
		#VC: init the mappings for the wrapper
		if initFlag&vizconnect.INIT_WRAPPER_MAPPINGS:
			#VC: on-state mappings
			if initFlag&vizconnect.INIT_MAPPINGS_ON_STATE:
				vizconnect.getAvatar(_name).setOnStateEventList([
						vizconnect.onstate(lambda rawInput: rawInput['joystick'].isButtonDown(3), vizconnect.getAvatar(_name).setVisible),# make=Generic, model=Joystick, name=joystick, signal=Button 3
				])
	
		#VC: set the parent of the node
		if initFlag&vizconnect.INIT_PARENTS:
			vizconnect.getAvatar(_name).setParent(vizconnect.getTransport('walking'))

	#VC: return values can be modified here
	return None
Пример #3
0
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
	#VC: place any general initialization code here
	rawAvatar = vizconnect.getRawAvatarDict()

	#VC: initialize a new avatar
	_name = 'main_avatar'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			head = False
			rightHand = True
			leftHand = False
			torso = False
			lowerBody = False
			rightArm = False
			leftArm = False
			
			#VC: create the raw object
			# base avatar
			import vizfx
			avatar = vizfx.addChild('mark.cfg')
			avatar.disable(viz.LIGHTING)
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			avatar.visible(head, r'mark_head.cmf')
			avatar.visible(rightHand, r'mark_hand_r.cmf')
			avatar.visible(leftHand, r'mark_hand_l.cmf')
			avatar.visible(torso, r'mark_torso.cmf')
			avatar.visible(lowerBody, r'mark_legs.cmf')
			avatar.visible(rightArm, r'mark_arm_r.cmf')
			avatar.visible(leftArm, r'mark_arm_l.cmf')
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='WorldViz', model='Mark')
	
		#VC: init the gestures
		if initFlag&vizconnect.INIT_GESTURES:
			#VC: need to get the raw input dict so we have access to signals
			import vizact
			rawInput = vizconnect.getConfiguration().getRawDict('input')
			
			#VC: gestures for the avatar's r_hand
			import hand
			def initHand():
				sensor = hand.InputSensor()
				rawAvatar[_name].handSensor = sensor
				sensor.createHandRenderer = lambda *args,**kw: hand._InputDeviceRenderer(*args,**kw)
				def appliedGetData():
					#VC: set the mappings for the gestures
					if rawInput['r_hand_input'].getState()&viz.MOUSEBUTTON_LEFT:# make=Generic, model=Mouse Buttons, name=r_hand_input, signal=Left Mouse Button
						return (hand.GESTURE_FIST, False, False)# GESTURE_FIST
					#VC: end gesture mappings
					return (hand.GESTURE_FLAT_HAND,False,False)
				sensor.getData = appliedGetData
				return hand.AvatarHandModel(rawAvatar[_name], left=False, type=hand.GLOVE_5DT, sensor=sensor)
			rightHand = initHand()
			rawAvatar[_name]._bodyPartDict[vizconnect.AVATAR_R_HAND] = rightHand
			rawAvatar[_name]._handModelDict[vizconnect.AVATAR_R_HAND] = rightHand
			
			#VC: gestures may change the raw avatar, so refresh the raw in the wrapper
			vizconnect.getAvatar(_name).setRaw(rawAvatar[_name])
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.CompleteCharactersHD(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('head_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_HAND:(vizconnect.getTracker('r_hand_tracker').getNode3d(), vizconnect.AVATAR_HEAD, vizconnect.DOF_POS),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.Direct(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='Virtual', model='Direct')
	
		#VC: set the parent of the node
		if initFlag&vizconnect.INIT_PARENTS:
			vizconnect.getAvatar(_name).setParent(vizconnect.getTransport('main_transport'))

	#VC: set the name of the default
	vizconnect.setDefault('avatar', 'main_avatar')

	#VC: return values can be modified here
	return None
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
    #VC: place any general initialization code here
    rawAvatar = vizconnect.getRawAvatarDict()

    #VC: initialize a new avatar
    _name = 'head_and_hand'
    if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
        #VC: init the raw object
        if initFlag & vizconnect.INIT_RAW:
            #VC: set some parameters
            # rightHandFilename = 'glove.cfg'
            rightHandFilename = ''
            leftHandFilename = ''

            #VC: create the raw object
            # base avatar
            avatar = viz.addGroup()
            avatar._bodyPartDict = {}
            avatar._handModelDict = {}
            # head
            head = viz.addGroup()
            head.setParent(avatar)
            avatar._bodyPartDict[vizconnect.AVATAR_HEAD] = head
            # left hand
            if leftHandFilename:
                leftHand = avatar.add(leftHandFilename)
                avatar.leftHandFilename = leftHandFilename
            else:
                leftHand = viz.addGroup()
                avatar.leftHandFilename = None
            leftHand.setParent(avatar)
            avatar._bodyPartDict[vizconnect.AVATAR_L_HAND] = leftHand
            # right hand
            if rightHandFilename:
                rightHand = avatar.add(rightHandFilename)
                avatar.rightHandFilename = rightHandFilename
            else:
                rightHand = viz.addGroup()
                avatar.rightHandFilename = None
            rightHand.setParent(avatar)
            avatar._bodyPartDict[vizconnect.AVATAR_R_HAND] = rightHand
            # done
            rawAvatar[_name] = avatar

        #VC: init the wrapper (DO NOT EDIT)
        if initFlag & vizconnect.INIT_WRAPPERS:
            vizconnect.addAvatar(rawAvatar[_name],
                                 _name,
                                 make='Generic',
                                 model='Head and Hand')

        #VC: init the gestures
        if initFlag & vizconnect.INIT_GESTURES:
            #VC: need to get the raw input dict so we have access to signals
            import vizact
            rawInput = vizconnect.getConfiguration().getRawDict('input')

            #VC: gestures for the avatar's r_hand
            import hand
            # remove the old hand
            rightHand = rawAvatar[_name]._bodyPartDict[
                vizconnect.AVATAR_R_HAND]
            if rightHand:
                rightHand.remove()
            # add a new hand
            def initHand():
                sensor = hand.InputSensor()
                rawAvatar[_name].handSensor = sensor
                sensor.createHandRenderer = lambda *args, **kw: hand._InputDeviceRenderer(
                    *args, **kw)

                def appliedGetData():
                    #VC: set the mappings for the gestures
                    if rawInput['flystick'].isButtonDown(
                            0
                    ):  # make=ART, model=Flystick, name=flystick, signal=Button 0
                        return (hand.GESTURE_FIST, False, False
                                )  # GESTURE_FIST
                    #VC: end gesture mappings
                    return (hand.GESTURE_FLAT_HAND, False, False)

                sensor.getData = appliedGetData
                file = None
                if hasattr(rawAvatar[_name], "rightHandFilename"):
                    file = rawAvatar[_name].rightHandFilename
                return hand.HandModel(left=False,
                                      type=hand.GLOVE_5DT,
                                      file=file,
                                      sensor=sensor)

            rightHand = initHand()
            rightHand.setParent(rawAvatar[_name])
            rawAvatar[_name]._bodyPartDict[
                vizconnect.AVATAR_R_HAND] = rightHand
            rawAvatar[_name]._handModelDict[
                vizconnect.AVATAR_R_HAND] = rightHand

            #VC: gestures may change the raw avatar, so refresh the raw in the wrapper
            vizconnect.getAvatar(_name).setRaw(rawAvatar[_name])

        #VC: init the animator
        if initFlag & vizconnect.INIT_ANIMATOR:
            # need to get the raw tracker dict for animating the avatars
            from vizconnect.util.avatar import animator
            from vizconnect.util.avatar import skeleton

            # get the skeleton from the avatar
            _skeleton = skeleton.Disembodied(rawAvatar[_name])

            #VC: set which trackers animate which body part
            # format is: bone: (tracker, parent, degrees of freedom used)
            _trackerAssignmentDict = {
                vizconnect.AVATAR_HEAD:
                (vizconnect.getTracker('dtrack_head').getNode3d(), None,
                 vizconnect.DOF_6DOF),
                vizconnect.AVATAR_R_HAND:
                (vizconnect.getTracker('dtrack_flystick').getNode3d(), None,
                 vizconnect.DOF_6DOF),
            }

            #VC: create the raw object
            _rawAnimator = animator.Disembodied(rawAvatar[_name], _skeleton,
                                                _trackerAssignmentDict)

            #VC: set animator in wrapper (DO NOT EDIT)
            vizconnect.getAvatar(_name).setAnimator(_rawAnimator,
                                                    make='Virtual',
                                                    model='Disembodied')

        #VC: set the parent of the node
        if initFlag & vizconnect.INIT_PARENTS:
            vizconnect.getAvatar(_name).setParent(
                vizconnect.getGroup('cave_manual_configuration'))

    #VC: set the name of the default
    vizconnect.setDefault('avatar', 'head_and_hand')

    #VC: return values can be modified here
    return None
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
	#VC: place any general initialization code here
	rawAvatar = vizconnect.getRawAvatarDict()

	#VC: initialize a new avatar
	_name = 'head_and_hand'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			rightHandFilename = 'glove.cfg'
			leftHandFilename = ''
			
			#VC: create the raw object
			# base avatar
			avatar = viz.addGroup()
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			# head
			head = viz.addGroup()
			head.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_HEAD] = head
			# left hand
			if leftHandFilename:
				leftHand = avatar.add(leftHandFilename)
				avatar.leftHandFilename = leftHandFilename
			else:
				leftHand = viz.addGroup()
				avatar.leftHandFilename = None
			leftHand.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_L_HAND] = leftHand
			# right hand
			if rightHandFilename:
				rightHand = avatar.add(rightHandFilename)
				avatar.rightHandFilename = rightHandFilename
			else:
				rightHand = viz.addGroup()
				avatar.rightHandFilename = None
			rightHand.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_R_HAND] = rightHand
			# done
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Generic', model='Head and Hand')
	
		#VC: init the gestures
		if initFlag&vizconnect.INIT_GESTURES:
			#VC: need to get the raw input dict so we have access to signals
			import vizact
			rawInput = vizconnect.getConfiguration().getRawDict('input')
			
			#VC: gestures for the avatar's r_hand
			import hand
			# remove the old hand
			rightHand = rawAvatar[_name]._bodyPartDict[vizconnect.AVATAR_R_HAND]
			if rightHand:
				rightHand.remove()
			# add a new hand
			def initHand():
				sensor = hand.InputSensor()
				rawAvatar[_name].handSensor = sensor
				sensor.createHandRenderer = lambda *args,**kw: hand._InputDeviceRenderer(*args,**kw)
				def appliedGetData():
					#VC: set the mappings for the gestures
					if rawInput['mouse_buttons'].getState()&viz.MOUSEBUTTON_LEFT:# make=Generic, model=Mouse Buttons, name=mouse_buttons, signal=Left Mouse Button
						return (hand.GESTURE_FIST, False, False)# GESTURE_FIST
					#VC: end gesture mappings
					return (hand.GESTURE_FLAT_HAND,False,False)
				sensor.getData = appliedGetData
				file=None
				if hasattr(rawAvatar[_name], "rightHandFilename"):
					file = rawAvatar[_name].rightHandFilename
				return hand.HandModel(left=False, type=hand.GLOVE_5DT, file=file, sensor=sensor)
			rightHand = initHand()
			rightHand.setParent(rawAvatar[_name])
			rawAvatar[_name]._bodyPartDict[vizconnect.AVATAR_R_HAND] = rightHand
			rawAvatar[_name]._handModelDict[vizconnect.AVATAR_R_HAND] = rightHand
			
			#VC: gestures may change the raw avatar, so refresh the raw in the wrapper
			vizconnect.getAvatar(_name).setRaw(rawAvatar[_name])
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.Disembodied(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('mouse_and_keyboard_walking').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_HAND:(vizconnect.getTracker('mouse_scrollwheel').getNode3d(), vizconnect.AVATAR_HEAD, vizconnect.DOF_POS),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.Disembodied(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='Virtual', model='Disembodied')

	#VC: return values can be modified here
	return None
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
	#VC: place any general initialization code here
	rawAvatar = vizconnect.getRawAvatarDict()

	#VC: initialize a new avatar
	_name = 'white_male'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			filename = 'C:/Users/Jeremy Bailenson/Documents/GitHub/Demos/Proteus Demo Vive/assets/models/avatars/white_male.cfg'
			
			#VC: create the raw object
			avatar = viz.add(filename)
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Human', model='Auto Parse')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.HumanAutoParse(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('steamvr_hmd_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_L_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker2').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.InverseKinematics(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='WorldViz', model='Inverse Kinematics')

	#VC: initialize a new avatar
	_name = 'black_female'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			filename = 'C:/Users/Jeremy Bailenson/Documents/GitHub/Demos/Proteus Demo Vive/assets/models/avatars/black_female.cfg'
			
			#VC: create the raw object
			avatar = viz.add(filename)
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Human', model='Auto Parse')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.HumanAutoParse(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('steamvr_hmd_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_L_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker2').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.InverseKinematics(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='WorldViz', model='Inverse Kinematics')

	#VC: initialize a new avatar
	_name = 'old_white_male'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			filename = 'C:/Users/Jeremy Bailenson/Documents/GitHub/Demos/Proteus Demo Vive/assets/models/avatars/old_white_male.cfg'
			
			#VC: create the raw object
			avatar = viz.add(filename)
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Human', model='Auto Parse')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.HumanAutoParse(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('steamvr_hmd_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_L_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker2').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.InverseKinematics(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='WorldViz', model='Inverse Kinematics')

	#VC: initialize a new avatar
	_name = 'black_male'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			filename = 'C:/Users/Jeremy Bailenson/Documents/GitHub/Demos/Proteus Demo Vive/assets/models/avatars/Male/CC2_m016_hipoly_A0.cfg'
			
			#VC: create the raw object
			avatar = viz.add(filename)
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Human', model='Auto Parse')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.HumanAutoParse(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('steamvr_hmd_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_L_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker2').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.InverseKinematics(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='WorldViz', model='Inverse Kinematics')

	#VC: initialize a new avatar
	_name = 'blonde_female'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			filename = 'C:/Users/Jeremy Bailenson/Documents/GitHub/Demos/Proteus Demo Vive/assets/models/avatars/female/CC2_f010_hipoly_A0.cfg'
			
			#VC: create the raw object
			avatar = viz.add(filename)
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Human', model='Auto Parse')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.HumanAutoParse(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('steamvr_hmd_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_L_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_FOREARM:(vizconnect.getTracker('steamvr_controller_tracker2').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.InverseKinematics(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='WorldViz', model='Inverse Kinematics')

	#VC: return values can be modified here
	return None
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
	#VC: place any general initialization code here
	rawAvatar = vizconnect.getRawAvatarDict()

	#VC: initialize a new avatar
	_name = 'head_and_hand'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			rightHandFilename = 'glove.cfg'
			leftHandFilename = ''
			
			#VC: create the raw object
			# base avatar
			avatar = viz.addGroup()
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			# head
			head = viz.addGroup()
			head.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_HEAD] = head
			# left hand
			if leftHandFilename:
				leftHand = avatar.add(leftHandFilename)
				avatar.leftHandFilename = leftHandFilename
			else:
				leftHand = viz.addGroup()
				avatar.leftHandFilename = None
			leftHand.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_L_HAND] = leftHand
			# right hand
			if rightHandFilename:
				rightHand = avatar.add(rightHandFilename)
				avatar.rightHandFilename = rightHandFilename
			else:
				rightHand = viz.addGroup()
				avatar.rightHandFilename = None
			rightHand.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_R_HAND] = rightHand
			# done
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Generic', model='Head and Hand')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.Disembodied(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('headtracker').getNode3d(), None, vizconnect.DOF_6DOF),
				vizconnect.AVATAR_R_HAND:(vizconnect.getTracker('wandtracker').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.Disembodied(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='Virtual', model='Disembodied')
	
		#VC: set the parent of the node
		if initFlag&vizconnect.INIT_PARENTS:
			vizconnect.getAvatar(_name).setParent(vizconnect.getGroup('cave_manual_configuration'))

	#VC: return values can be modified here
	return None
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
	#VC: place any general initialization code here
	rawAvatar = vizconnect.getRawAvatarDict()

	#VC: initialize a new avatar
	_name = 'main_avatar'
	if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
		#VC: init the raw object
		if initFlag&vizconnect.INIT_RAW:
			#VC: set some parameters
			rightHandFilename = 'glove.cfg'
			leftHandFilename = ''
			
			#VC: create the raw object
			# base avatar
			avatar = viz.addGroup()
			avatar._bodyPartDict = {}
			avatar._handModelDict = {}
			# head
			head = viz.addGroup()
			head.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_HEAD] = head
			# left hand
			if leftHandFilename:
				leftHand = avatar.add(leftHandFilename)
				avatar.leftHandFilename = leftHandFilename
			else:
				leftHand = viz.addGroup()
				avatar.leftHandFilename = None
			leftHand.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_L_HAND] = leftHand
			# right hand
			if rightHandFilename:
				rightHand = avatar.add(rightHandFilename)
				avatar.rightHandFilename = rightHandFilename
			else:
				rightHand = viz.addGroup()
				avatar.rightHandFilename = None
			rightHand.setParent(avatar)
			avatar._bodyPartDict[vizconnect.AVATAR_R_HAND] = rightHand
			# done
			rawAvatar[_name] = avatar
	
		#VC: init the wrapper (DO NOT EDIT)
		if initFlag&vizconnect.INIT_WRAPPERS:
			vizconnect.addAvatar(rawAvatar[_name], _name, make='Generic', model='Head and Hand')
	
		#VC: init the animator
		if initFlag&vizconnect.INIT_ANIMATOR:
			# need to get the raw tracker dict for animating the avatars
			from vizconnect.util.avatar import animator
			from vizconnect.util.avatar import skeleton
			
			# get the skeleton from the avatar
			_skeleton = skeleton.Disembodied(rawAvatar[_name])
			
			#VC: set which trackers animate which body part
			# format is: bone: (tracker, parent, degrees of freedom used)
			_trackerAssignmentDict = {
				vizconnect.AVATAR_HEAD:(vizconnect.getTracker('head_tracker').getNode3d(), None, vizconnect.DOF_6DOF),
			}
			
			#VC: create the raw object
			_rawAnimator = animator.Disembodied(rawAvatar[_name], _skeleton, _trackerAssignmentDict)
			
			#VC: set animator in wrapper (DO NOT EDIT)
			vizconnect.getAvatar(_name).setAnimator(_rawAnimator, make='Virtual', model='Disembodied')
	
		#VC: set the parent of the node
		if initFlag&vizconnect.INIT_PARENTS:
			vizconnect.getAvatar(_name).setParent(vizconnect.getTransport('main_transport'))

	#VC: set the name of the default
	vizconnect.setDefault('avatar', 'main_avatar')

	#VC: return values can be modified here
	return None
def initAvatars(initFlag=vizconnect.INIT_INDEPENDENT, initList=None):
    #VC: place any general initialization code here
    rawAvatar = vizconnect.getRawAvatarDict()

    #VC: initialize a new avatar
    _name = 'main_avatar'
    if vizconnect.isPendingInit('avatar', _name, initFlag, initList):
        #VC: init the raw object
        if initFlag & vizconnect.INIT_RAW:
            #VC: set some parameters
            head = False
            rightHand = False
            leftHand = False
            torso = False
            lowerBody = False
            rightArm = False
            leftArm = False

            #VC: create the raw object
            # base avatar
            import vizfx
            avatar = vizfx.addChild('mark.cfg')
            avatar._bodyPartDict = {}
            avatar._handModelDict = {}
            avatar.visible(head, r'mark_head.cmf')
            avatar.visible(rightHand, r'mark_hand_r.cmf')
            avatar.visible(leftHand, r'mark_hand_l.cmf')
            avatar.visible(torso, r'mark_torso.cmf')
            avatar.visible(lowerBody, r'mark_legs.cmf')
            avatar.visible(rightArm, r'mark_arm_r.cmf')
            avatar.visible(leftArm, r'mark_arm_l.cmf')
            rawAvatar[_name] = avatar

        #VC: init the wrapper (DO NOT EDIT)
        if initFlag & vizconnect.INIT_WRAPPERS:
            vizconnect.addAvatar(rawAvatar[_name],
                                 _name,
                                 make='WorldViz',
                                 model='Mark')

        #VC: init the animator
        if initFlag & vizconnect.INIT_ANIMATOR:
            # need to get the raw tracker dict for animating the avatars
            from vizconnect.util.avatar import animator
            from vizconnect.util.avatar import skeleton

            # get the skeleton from the avatar
            _skeleton = skeleton.CompleteCharactersHD(rawAvatar[_name])

            #VC: set which trackers animate which body part
            # format is: bone: (tracker, parent, degrees of freedom used)
            _trackerAssignmentDict = {
                vizconnect.AVATAR_HEAD:
                (vizconnect.getTracker('head_tracker').getNode3d(), None,
                 vizconnect.DOF_POS),
                vizconnect.AVATAR_R_HAND:
                (vizconnect.getTracker('r_hand_tracker').getNode3d(), None,
                 vizconnect.DOF_POS),
            }

            #VC: create the raw object
            _rawAnimator = animator.Direct(rawAvatar[_name], _skeleton,
                                           _trackerAssignmentDict)

            #VC: set animator in wrapper (DO NOT EDIT)
            vizconnect.getAvatar(_name).setAnimator(_rawAnimator,
                                                    make='Virtual',
                                                    model='Direct')

        #VC: set the parent of the node
        if initFlag & vizconnect.INIT_PARENTS:
            vizconnect.getAvatar(_name).setParent(
                vizconnect.getGroup('main_display'))

    #VC: set the name of the default
    vizconnect.setDefault('avatar', 'main_avatar')

    #VC: return values can be modified here
    return None