Myo integration in T3D.
by Lukas Joergensen · 03/05/2014 (2:38 pm) · 10 comments
Hey guys! I want to tell you about a new gesture-control device called the Myo armband by Thalmic Labs.
The Myo is an innovative tool that reads the electrical signals that you send to your arms from your brain, and turn it into gesture-recognition. No cameras needed, no unreliable input because of a bad lighting, camera or angle, it just works..
Atm the Alpha supports 5 gestures:
And it have sensors that pick up orientation and acceleration for movement.
So why am I telling you about the Myo? Well first of all.. It's pretty damn awesome, second it's only 149$, thirdly it can be used for not only games, but also quality-of-life stuff and outdoor use. It will have API's for Windows, Mac, iOS and Android. It uses Bluetooth so it plugs right in to any device having Bluetooth and last but not least, I have it working in T3D!
(Screen-capture only)
So what you see in the first part of the movie, is me controlling a box with my arm, imagine that the box is actually my forearm, the orientation is linked to the orientation of my forearm, and as I rotate my forearm, the box is rotated instantaneously and flawlessly accordingly. It just works so damn great that I'd dare say that the orientation information is as accurate and quick as it can ever be.
The second part is me doing some gestures and printing out the gesture in the console, it's really really precise, I just need to work a little more with fine-tuning it so it's easier to trigger the gestures.
So how do you use the Myo in the scripts? Well thats easy! Just use the actionmaps.
I have a bunch of functions defined somewhat like this:
And then I bind functions to the GlobalActionMap:
For the orientation I do this:
The Myo is an innovative tool that reads the electrical signals that you send to your arms from your brain, and turn it into gesture-recognition. No cameras needed, no unreliable input because of a bad lighting, camera or angle, it just works..
Atm the Alpha supports 5 gestures:
- Fist
- Fingers spread
- Wave in
- Wave out
- Twist in
And it have sensors that pick up orientation and acceleration for movement.
Here is the trailer for the Myo:
So why am I telling you about the Myo? Well first of all.. It's pretty damn awesome, second it's only 149$, thirdly it can be used for not only games, but also quality-of-life stuff and outdoor use. It will have API's for Windows, Mac, iOS and Android. It uses Bluetooth so it plugs right in to any device having Bluetooth and last but not least, I have it working in T3D!
Here is another video of what alpha-developers like me have been doing with the Myo:
And here is a video of the Myo in T3D:
(Screen-capture only)
So what you see in the first part of the movie, is me controlling a box with my arm, imagine that the box is actually my forearm, the orientation is linked to the orientation of my forearm, and as I rotate my forearm, the box is rotated instantaneously and flawlessly accordingly. It just works so damn great that I'd dare say that the orientation information is as accurate and quick as it can ever be.
The second part is me doing some gestures and printing out the gesture in the console, it's really really precise, I just need to work a little more with fine-tuning it so it's easier to trigger the gestures.
So how do you use the Myo in the scripts? Well thats easy! Just use the actionmaps.
I have a bunch of functions defined somewhat like this:
function printFist(%val)
{
if(%val)
echo("FistStart");
else
echo("FistEnd");
}And then I bind functions to the GlobalActionMap:
GlobalActionMap.bind(myo, "fist", printFist); GlobalActionMap.bind(myo, "spread", printSpread); GlobalActionMap.bind(myo, "twist_in", printTwistIn); GlobalActionMap.bind(myo, "wave_in", printWaveIn); GlobalActionMap.bind(myo, "wave_out", printWaveOut);
For the orientation I do this:
function printOrientation(%roll, %pitch, %yaw, %angle)
{
theCube.rotation = %roll SPC %pitch SPC %yaw SPC %angle;
}
GlobalActionMap.bind(myo, "orientation", printOrientation);If you want to learn more about the Myo, you should head over to https://www.thalmic.com/en/myo/. The Thalmic team are wonderful people and I'm quite a fan of the Myo so I must say that I recommend you a thousand times to check out the Myo.About the author
IPS Bundle available at: https://www.winterleafentertainment.com/Products/IPS.aspx
#2
I think these things will fill 'small' markets for now, in a couple of years this may change, who knows. It's not like this virtual reality thing is new (at least to me). I developed my first Torque 1.5.2 VR project in 2007.
This is 'nifty' but not needed.
03/05/2014 (7:41 pm)
I have to admit, (my personal opinion of course) I am TIRED of all these 'new, cool' alternate control things. Heck, even Rift (which is sort of cool) is already WAY out of date in T3D. The dev tool they released does not have all of the features that their latest, greatest prototype has. (for those in the know... have a look at the 'zoom' in function stuff... Basically head tracking using a 'web cam' and a bunch of dots on the actual headset.I think these things will fill 'small' markets for now, in a couple of years this may change, who knows. It's not like this virtual reality thing is new (at least to me). I developed my first Torque 1.5.2 VR project in 2007.
This is 'nifty' but not needed.
#3
I have to say I'm not sick of the new cool alternate control devices and i'm looking very forward to my STEM modules for VR.
The rift dev kit was to get people to get their games up and running and the new Dev Kit that will come out soon will add in positional tracking etc and a better screen for the devs to polish off their games before the commercial release so I don't personally see how someone can be sick of the rift when this is the plan they outlined ages ago.
I must say lukas I am jealous you have the MYO i'd love to try it in T3D with my rift that would be fantastic and the control is perfect for VR.
I would love to see more video's of this device from you and can imagine quite a lot of useful applications for this even for non VR
( get thalmic to send one my way eh ;) wink wink )
03/05/2014 (8:48 pm)
Nice to see you back ron :)I have to say I'm not sick of the new cool alternate control devices and i'm looking very forward to my STEM modules for VR.
The rift dev kit was to get people to get their games up and running and the new Dev Kit that will come out soon will add in positional tracking etc and a better screen for the devs to polish off their games before the commercial release so I don't personally see how someone can be sick of the rift when this is the plan they outlined ages ago.
I must say lukas I am jealous you have the MYO i'd love to try it in T3D with my rift that would be fantastic and the control is perfect for VR.
I would love to see more video's of this device from you and can imagine quite a lot of useful applications for this even for non VR
( get thalmic to send one my way eh ;) wink wink )
#4
03/05/2014 (10:24 pm)
@Nin-Nin, thanks... I was never really leaving... just stepping way back from the 'front lines' of T3D dev. I know it was all 'dramatic' and whatnot... but, the commercial side is done for me. (Site is up with all the new license info etc., heck I even have a new pack that will be free for all (Public Domain) that will be ready soon.) For now, I am just another hobby guy and I am good with that. As for the post... again my personal opinion... (glad to see you are not on the same side, it takes people like you to drive development forward!) Let's just let Lukas get back to his interesting post. (I do not want to highjack his great post and work) I have to admit I am sort of interested in this tech... despite my better judgement.
#5
03/05/2014 (11:15 pm)
Excellent work, Lukas! The Myo looks very cool.
#6
Knowing where to place your bets is hard atm, you have to make a Leap of faith (pun intended) or support everything, I'll still make the integration available tho! The community can decide what they want in Torque3D, it's not up to me.
Fortunately I can say that the Myo Developer Kits will be the same as the consumer versions and the Alpha Kit (which I have) will only have minor differences. So whatever work is done now, should not be outdated anytime soon.
@all thanks for the feedback! I'll try to get a videocamera and show you some video of the actual Myo and not just the screen capture, and then I'll post a blog of what I intend to use the Myo for.
03/06/2014 (1:25 am)
@Ron actually I agree, right now the 3rd-party hardware market (whatever it's called) is very uneasy, and it's impossible to tell what hardware will be used in a year from now.Knowing where to place your bets is hard atm, you have to make a Leap of faith (pun intended) or support everything, I'll still make the integration available tho! The community can decide what they want in Torque3D, it's not up to me.
Fortunately I can say that the Myo Developer Kits will be the same as the consumer versions and the Alpha Kit (which I have) will only have minor differences. So whatever work is done now, should not be outdated anytime soon.
@all thanks for the feedback! I'll try to get a videocamera and show you some video of the actual Myo and not just the screen capture, and then I'll post a blog of what I intend to use the Myo for.
#7
Cool stuff!
03/06/2014 (5:14 am)
This could be easy to use for a light show controlling system for scanners. Some years ago i made a such controller for a data glove. it was really fun to control the light show with gestures.Cool stuff!
#9
03/06/2014 (2:05 pm)
That sounds like a great idea D Fasel :) I can see that working well it could be cool in VR too use to for fireworks you point where you want it then close the fist to fire it then open to make it go boom could even be used for a gun game a motion controlled bomb as soon as you see someone near your bomb open the fist to make them go boom
#10
03/06/2014 (3:39 pm)
I saw the trailer before but discarded it because I didn't think it was real, heh. Is it simple to use? I mean, as a gamer. 
Torque 3D Owner Luis Anton Rebollo
Lukas, the implementation looks very good.