I was trying to activate e.g. map “magic_carpet” of the “sphx_test” simulation. Didn’t find a way how to do it from command line. Stopped the animation and selected the level, but then I could not connect anymore to the simulation from my control app.
Then I would like to ask how it would be possible to place an Aruco code pattern into either this or any other world? I would like to put it onto the ground somewhere and do some OpenCV on it.
Yes. thanks for the hint. This works well. Having my Aruco code on the bed of a pickup.
Two additional questions, if possible:
It seems to be not possible to define “just” the tag in a custom config file, right? I also had to specify a path, even though I don’t need that
Is there any more convenient way to load the tag while starting sphinx? I don’t like very much the extra sphinx-cli step to add the tag. But if not possible, no issue
It is possible to define just the tag in a custom config file. Tags are used with vehicles. In order to spawn a vehicle, there must be a path in the world. Some UE4 levels come with predefined paths, for example, parrot-ue4-empty has two predefined paths “DefaultPath” and “RunPath.” But not all levels have these paths (the documentation will be fixed in a future version). In this case, custom paths are required to spawn vehicles/pedestrians.
Parrot Sphinx comes with a feature named Spline Editor. It allows users to create their custom paths interactively (UE4 Application HMI - 2.8.2) and then export them as a custom config file that can be loaded by the UE4 application (Populate the scene with actors - 2.8.2).
By default, tags are hidden. The only way to make them appear is by using sphinx-cli or the web dashboard.