Tutorial Guide

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Lesson 6 Advanced Course
In the 3D window, AIBOs spatial center is located at the center of its
body, so the motion in the display will differ somewhat from the
real motion. Its important to take this difference into account. For
instance, when you create a motion in which AIBO shakes its body
while standing with its paws set on the floor, shoulder and hip
joint should be set at a symmetrical angle to give AIBO a smooth
motion like that of a speed skater. This will cause the real AIBO to
perform a shaking motion. When creating a motion with AIBOs
paws remaining stationary, you can view the 3D AIBO from below
in the Preview window as you create the motion.
No floor?
There is no floor in the 3D window. For this reason, the direction of
the body in 3D might differ from the direction in real life.
So you should create motions that assumes a floor in the 3D
window. If you create a motion that doesnt allow AIBO to contact
the floor, AIBO will fall down.
Example: In a motion in which AIBO lies on its back...
If you create a motion in which AIBO lies on its back with its 4 legs
straight up in the air, its back may not necessarily make contact with
the floor. In reality, this motion results with AIBO not on its back,
but rather with its four feet on the floor.
Collision?
There is no function for checking if any of AIBOs parts have
collided with each other. In real life, pay attention to this possibility
and stop AIBO immediately when there is sign that a motion may
result in collided parts.
Position and Pose!
An important tip is to create the main poses first, and then create the
in-between key frames afterwards.
If you start with the small parts first, like the ears or tail, you will
have a hard time later on.
AIBO interpolates automatically between key frames, so all you
need to do is specify the key frames that determine the basic motion,
and then let AIBO do the rest.