Only released in EOL distros:
Package Summary
This is an application to display a talking head on your robot for human robot interaction. It displays text and synchronized mouthmovements. It is also able to show emotions.
- Author: AGAS, Julian Giesen, David Gossow
- License: LGPLv3
- Source: svn http://agas-ros-pkg.googlecode.com/svn/trunk/robot_face
Package Summary
This is an application to display a talking head on your robot for human robot interaction. It displays text and synchronized mouthmovements. It is also able to show emotions.
- Author: AGAS, Julian Giesen, David Gossow
- License: LGPLv3
- Source: svn http://agas-ros-pkg.googlecode.com/svn/trunk/robot_face
Package Summary
An application to display a talking head on your robot for human robot interaction.
- Maintainer: Viktor Seib <vseib AT uni-koblenz DOT de>, Raphael Memmesheimer <raphael AT uni-koblenz DOT de>, Gregor Heuer <heuer AT uni-koblenz DOT de>, Niklas Yann Wettengel <niyawe AT uni-koblenz DOT de>
- Author: AGAS/agas@uni-koblenz.de, Julian Giesen/jgiesen@uni-koblenz.de, David Gossow
- License: LGPLv3
Guidelines for Modeling
To model a robot face for the ros-package robot_face you have to follow this guidelines to get a working model in the application. This guideline will not tell you how to model a complete face, but helps you to get things work.
Required Software
First of all you need Blender and an Ogre3D mesh exporter plugin.
It's true that there exist newer versions of Blender and the meshexporter, but the new meshexporter was not showing good results. Using the old versions is the safest way.
Preparations
- Blender Exporter is installed
- Blender 2.49b is running
in your 3D-view: View has to be set to Front
Modeling
To get a working model in the robot_face application, please follow this guidelines.
All scaling, rotation and translation needs to be done in "Edit Mode"
Ogre3D perceives only coordinatetransformations of the mesh and not of the object
All normals need to be flipped to be on the outer side
- If the normals are pointing inside the mesh, nothing will be displayed in Ogre3D
- The mesh has to be in the center of the coordinatesystem. Viewing direction along +Y-axis. Viewing direction of the robot face along -Y-axis. Up-vector is +Z-axis.
- Your mesh should be scaled by 5
- You must create the following shape keys and name them as followed: (optionally add more)
mouth-rest: mouth in rest position
mouth-wide: mouth widened
mouth-narrow: mouth narrowed
mouth-open: mouth opened
mouth-close: mouth closed
mouth-smile: mouth smiling
mouth-sad: mouth looking sad
mouth-afraid: mouth looking afraid
mouth-disgusted: mouth looking disgusted
eyebrows-rest: eyebrows in rest position
eyebrows-up: eyebrows higher than resting
eyebrows-down: eyebrows lower than resting
eyebrows-sad: eyebrows outer part down
Optionally you can add animations for eye blinking, a wiggle and breathing naming blink, rotate and breathe
- important for exporting (see Exporting)
Name your materials during creation. Naming them later may result in errors.
- Eyebrows and mouth must have different materials and need to be different to the rest of the objects materials
- You have to name at least the following Materials:
- Iris
- Head
- Mouth
- Eyes
Export
Check the following options in the meshexporter GUI:
Animation Settings of "": Pose
Material Settings: Export Materials (name .material file); Rendering Materials
Export Meshes (choose save path)
Fix Up Axis to Y
Require Materials
Skeleton name follow mesh
Apply Modifiers
OgreXMLConverter
- Tab "Preferences"
Location: Auto
Export Options: Edge Lists; tangent; 3 component; Reorganise vertex buffers; Optimise animations
To get the breathing, wiggle and blinking animation to work, you need to create the following animations under Pose:
- breathe
- rotate
- blink
- If the export fails, try to export with admin rights