-
Notifications
You must be signed in to change notification settings - Fork 4.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Recording in Ground Observer mode #3208
Comments
Hi @ostwind , I don't exactly understand if the problem is with the viewmode or the fact that the playmode prompt is popping up so I'll try to address both:
Hope this helps |
Hi @ahmed-elsaharti, thank you for the helpful response and the links. Number 2 was particularly good and I modified settings.json accordingly. Following your description and what's online, I should not use GroundObserver because the camera should be stationary, with drone flying within view. I also do not use ComputerVision mode because the drone should be rendered. I am still missing something and would be grateful for additional helpful. When the render button in Unreal Editor is clicked, the scene is 'played' or simulated. The difficult part is, since the drone is flying programmatically, it is no longer in the same position in the scene as when I captured it - it is reset to its starting position. What would be the most straight forward way to set a ground-level stationary camera, fly the drone in its view, then render the film? Thank you in advance. |
Hi again @ostwind, glad you found this helpful. I'm not sure I understand the issue you're facing here is. Where do you expect the drone to spawn on render? You can change the default spawn position using the X, Y, Z, Yaw, Roll, Pitch in settings.json. If this is not what you're asking please include a screenshot or a video of the problem and I would be happy to help ^_^ Also, for the ground-level stationary camera. I dont think Airsim has a view mode that fixes the camera but i could be wrong. |
@ostwind , if you're still trying to solve this have a look at this comment. Here's a quick hacky solution: Essentially what's happening here is that you'd be using AirSim's multirotor mode to simulate and CV mode to 'visualize/animate' the scene based on what was happening to the drone in multirotor mode. |
Hi ahmed, Thanks for your help. That looks like a viable solution. I'll close this issue for now. |
Question
What's your question?
While flying the multirotor programmatically, using for example orbit.py, how does one capture videos of the drone from the ground?
I find that when I click to render captured footage (of observing a flying drone from the ground), the playmode prompt for car vs multirotor pops up, forcing a new video capture session.
Include context on what you are trying to achieve
Thank you for a great and extensive library.
My goal is to capture drone videos for a CV application that classifies drone objects as they are flying.
Best guess is this functionality is either in what is described as Ground Observer Mode, or computer vision.
Context details
I am using Linux, python 3.6, most recent version of AirSim and Unreal 4.21
Include details of what you already did to find answers
I have run blocks project while using unreal recording functionalities, but the playmode programming (car vs multirotor prompt followed by new session) has disrupted the intended video capture, at the render movie step after everything has been captured.
The text was updated successfully, but these errors were encountered: