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Orinox Simulator Introduction Getting Started Logging In Tutorial Project Selection Multi User Hosting Headless Server Joining Lobby Licensing Simulator Controls Interface Menus Goal Indicators Minimap Virtual Reality mode Control Point Cloud Menu Modules Scenario Tasks Trainee Information Scenario Editor Camera Settings Running a Scenario

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Page 1: O ri n o x S i mu l a t o r - d27wtva4dj0zkd.cloudfront.net Simulator - Manual.pdf · Cu st o m A sse t B u n d l e s E d i t i n g l o g o I n t ro d u ct i o n T h e O ri n o x

Orinox Simulator

Introduction

Getting Started Logging In Tutorial Project Selection Multi User

Hosting Headless Server

Joining Lobby Licensing

Simulator Controls Interface

Menus Goal Indicators Minimap

Virtual Reality mode Control

Point Cloud Menu Modules

Scenario Tasks Trainee Information Scenario Editor Camera Settings

Running a Scenario

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State Control

Creating a Scenario Scenario Editor

Controls Details Editor Goals Role Scenario Actions Goal Actions

Area Editor Details Editor

Creating a Project OCWS

CAD Data Point Cloud Data Project overview

Project Scene Model XML

Set avatar position Ground plane Hide Object Color

Sim XML Info XML Avatar XML Colors XML

Custom Asset Bundles Editing logo

Introduction The Orinox Simulator is a desktop and VR application for creating and executing training scenarios.

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Getting Started

Logging In When starting the application, you will be presented with a login screen.

If you choose to work offline, you will be able to use any projects that you have previously downloaded, but will not be able to download any new ones or receive updates to existing ones. To work online, enter your OCWS account credentials and click Login. You can use the links at the bottom if you forgot your password or need to create a new account.

Tutorial The first time you login the tutorial project will automatically start. After the tutorial, a video and guided tour will begin that demonstrates how to start a project. The tutorial can be replayed at any time by clicking the Tutorial button at the top of the application.

After finishing the tutorial and guided tour, you will be returned to the main menu where you will be able to select your own project.

Project Selection A project can be started as a single user session or a multi user session.

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To start a single user session, click the “Create single user session” button. The Create Session dialog will be shown allowing you to select the main OCWS project and the Orinox Simulator project.

Select the desired project and then click Create. The project will be downloaded and then loaded.

Multi User In a single user session, the user will function in both the instructor and the trainee roles. In a multi user session, one user will be the instructor and the others will be trainees. The Instructor will have access to some controls and menus that are not available to the trainees.

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To start a multi user session, click the “Create multi user session” button. The multi user lobby will be shown and any available active multi user sessions will be shown.

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Hosting To host a new multi user session, click the Create button.

Then, in the Create Server dialog, select the project for the session and give your session a name to help others find it.

After selecting the project, click Create and the project will be downloaded and then the lobby will be loaded.

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Headless Server Documentation Coming soon

Joining If you are joining a session that someone else created, there are two ways to join. If the session is shown in the list, then…

Documentation Coming soon If the session is not shown in the list, then click the Manual button.

Then enter the ip address of the server. After clicking Create, the project will be downloaded and the lobby will be loaded.

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Lobby Documentation Coming soon

Licensing All licenses are assigned to a single user (stand alone mode). In our standard Cloud Architecture the allocation of the licenses is managed by the CLIENT from the OCWS control panel. A set of tools is offered directly on the platform to manage CLIENT teams. ORINOX offers 2 types of access allowing different modes of use, so 2 types of licenses :

● Scenario Player license: allows scenario reading. The user has access to an avatar and a flying camera allowing him to evolve in the 3D environment.

● Scenario Editor license: allows scenario reading and editing. The user has access to an avatar and a flying camera and scenario editor panel.

Simulator

Controls The character is controlled using a keyboard and mouse. The mouse controls the view / camera of the character. We detect the language of the OS and adapt the mapping automatically. For example if you are using a french windows, you will use a control based on a AZERTY Keyboard To move use the ZQSD keys or the arrow keys.

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Otherwise if you are on a English Operating system : To move use the WASD keys or the arrow keys.

You can jump by pressing the spacebar. Note: In order to jump over an obstacle you need to keep walking while pressing the spacebar. To crouch, press the C key, and keep walking. Press C again to stand back up.

Interface

Menus The Orinox Simulator uses a tabbed menu to help you navigate intuitively.

The Game Menu lets you navigate through the main modules. These modules are detailed later in this document. Click the module’s button to open its tab.

Minimap Documentation soon.

Virtual Reality mode

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Control

Left controller :

1. Open the menu / Close the menu 2. Navigation menu

· To Left : previous interaction element · To Right : next interaction element · Up : previous interaction group · Down : next interaction group

7. Validate menu action 8. Cancel menu action

Right controller :

1. Display settings menu 2. Press to display the teleport target, Press to the trigger to teleport 7. Press to Display a visor , Press to the trigger to select object and display data 8. Grab object

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You can interact with the menu by using the visor from the right controller ( 7 )

Point Cloud In Orinox simulator you can seamlessly visualize 3D model , or point cloud data and even both combined !

Menu Modules The Game Menu is made up of several modules. Each module provides access to a different area of functionality of the Simulator.

Scenario The Scenario module lets you play, pause, or stop the active scenario. You can choose which scenario is active by using the dropdown. Below the scenario controls is a list of the models that are used in the active scenario.

Tasks The Tasks Module displays the actions that need to be achieved for the running scenario along with the current status of the task.

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Trainee The Trainee Module is still in development. It will let you choose your role, manage your inventory and equipment, etc.

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Information The Information Module will provide technical data of the targeted object. You can download or display the PDF data linked to the object (P&ID, manufacturer data, etc.)

When an object has states that can be changed, the Information Module will allow you to modify the current state. For example, here is a valve. You are able to open or close, lock or unlock, and tag or untag it.

Scenario Editor The Scenario Editor Module allows you to create new scenarios or modify existing ones. Its use is detailed later in this document.

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Camera The Camera Module allows you switch to different views.

The available options are:

● Player Camera: The avatar camera. ● Facility Camera: A free flying camera used for looking around in the facility. ● Object Camera: A free flying camera used for close up inspection of an object.

Fly camera speed : Set the max speed of the Facility and Object camera.

Settings The Settings Module displays a list of option you can enable or disable.

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Show Objectives: Enables or disables the goal indicators. They can be disabled in order to increase the difficulty and force the user to check the tag. Show Minimap: Enables or disables the minimap. Focus Objects: If enabled, when selecting a focusable object, the camera will move to focus the object in the view. Show stats: To display information about : Frame per second, Polycount , or Point cloud data. Enable reticle : To display the visor in the middle of the screen. Point Cloud Size: To adjust the size of each point of point cloud data Axes: To change the axes rules used in the scene VR Control Settings : To change the option of control for the Virtual Reality

Creating a Scenario

Scenario Editor

Controls

You can switch to different scenario with the first dropdown :

Switch to the player camera or a flying camera :

● Create a scenario ● Duplicate a scenario ● Save the scenario locally

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● Upload the scenario to the cloud ( OCWS ) ● Delete the scenario

Details Editor To create scenario, you must Create a Child “Group”, then create “Goal” inside of the group. You are able to add Start or End Actions.

● Start Actions : Actions that will happen at the start of the goal ● End Actions : Actions that will happen at the end of the goal

Eg: You want to create a fire that will be extinguiguish at the end of the goal. You will create a Start effect on the Start action, and then Stop effect on the stop action.

Goals Goal are the step of your scenario. To create complex and rich scenario you will have a list of different goal that can be use. Wait: the goal is confirm after stated time

Goal Indicators In order to guide the user to the next objective, when you create a goal in the scenario builder, you can add an indicator. It will automatically place a symbol in the scene at the goal’s location:

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You choose 6 different type of symbol : Locate, Piping, Measure, Fire, Emergency, Switch, Or you can use a custom one. To be consistent, we use different color depending of the type of action:

● Red for danger ● Green for action ● Blue for information

Fire Hazard

Emergency

Piping action

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Switch action

Locate

Measure

Role It’s possible to assign goal with a role constraint. The list of roles can be created and edited with the avatars.xml in OCWS.

Scenario Actions

Initialize State Set the state of an intelligent object

Set Environment Choose the time of the day

Start Animation To add an animation

Start Camera To add a camera

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Start Effect To add an effect

Start Object To add an object

Start Script To add a custom script

Start Sound To add a sound

Teleport Teleport the user to the specified

Unlock cursor To switch the cursor in Menu mode (ESC)

You have as well the Stop (Animation, Effect, Object, Script, Sound , Camera ) that will end or remove it.

Goal Actions

Show Dialog Create a dialog box with a text

Focus Object Create an animation of camera from the player to the object selected

Focus Player Create an animation of camera from an object to the player

Locate Area A goal that will be validate if the user go in the specified area

Custom Script Let you use a custom script to validate a goal

Select Element The user need to interact with the selected object to validate the goal

Set State The user need to set the right state to validate the goal

Wait A goal that will be validate after the specified time

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Area Editor

Details Editor When you open the Scenario Editor, this tab will open at the right hand of the screen. It let you create new area that can be use with the teleport action or the locate area.

Scenario Point Cloud You can aswell create scenario around point cloud data by using the “dummy library”.

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In this example the cube will be the interact object for the Electric panel. So you can populate the object from the library to create complex scenario around point cloud data.

Creating a Project

OCWS To create a simulator project, you need to go on https://ocws.orinox.com/. Go to your Digital Assets

CAD Data Upload your file ( RVM or FBX )

Convert it to an Orinox package :

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And choose Orinox Simulator.

Point Cloud Data Upload your file ( ptx )

Then convert to an OMR package.

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Project overview After a couple of minutes of conversion your digital asset should be ready. A folder will be created in your project.

Project Scene To manage your digital assets you have access to a couple of XML files.

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Model XML xxxxx_models.xml Your model can be moved,scaled,or even rotated by the help of theses variables

Set avatar position If you want to set the avatar position edit the spawnPos attribute :

The initial rotation can be set too , to do so use the spawnRot

Ground plane Especially for Point cloud project or facility without ground , in Orinox simulator you can create an automatic ground.

The “pos” is the position value of your ground on the Y axis

Hide Object If you want to have parts of the model taken out during the loading, you may precise them in the model XML, in the model xml, you add the following line

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You may either use remove or hide. In name replace “XXXX” with your model name. Note that this is a suppression, you won’t be able to get the elements back without removing the line in the xml.

Color To specified the use of a color xml file, just uncomment or write the Color attribute

Sim XML Xxxxx_sim.xml You can change the path, or add new props to your digital assets

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Info XML To get your data of your digital asset in the Orinox simulator, you need to add it to the xxxxx_info.xml Eg : data of a pump

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These object can be Intelligent and have state. To do so , you need to add for example :

To define how is your valve you got an other xml file , that will let you create template for your intelligent object.

Groups are a type of state. You can specify with “ dependencies ” if you want to create dependence with another type of state. Eg : in the example, Position can be use only if the group Lock is Unlock. “Init” let you define the state at the start of the session.

Avatar XML You may change the outfit of your avatar with a xml in OCWS When you spawn in the world your avatar is displayed with a neutral outfit

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If you want to display some parts on your character you need to add what you want in avatars.xml. The file might not exist, in this case just create an empty xml called avatars.xml then reference it in the xxxxx.sim.xml Like the example below

You need to create a role first to assign the equipment usable. The items available are the helmet and the harness. As an example if I want to add both I need to add

Those are case sensitive, if you don’t write it this way it will not be added to your avatar. The avatar Jack is the only one in the software, if this value is changed the project will don’t work.

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Colors XML You can choose between 16 available colors:

These 16 colors are available in 4 specific shaders:

- Load the color XML file into your package

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You can modify colors and shaders on XML file.

It is possible to include all the object containing some word / or letter like this example (all the object with TY in the name will be yellow)

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Custom Asset Bundles If needed, you can use your own digital asset you created by Unity. To do so you need to use Unity 2017.4.x You can create 3 different type of assets for Orinox Simulator.

● Model : the environment ● Props : the library of object that will be use by your scenario ● Scene : the container of your digital assets

The assetbundle of your model need to be named : xxxxxx.model.win In order to avoid conflict, it is suggested to use a prefab that contain the whole environment.

Then select the dependencies of your prefab, and label all the selected assets to the assetbundle.

The assetbundle of your props need to be named : xxxxxx.props.win For the props, create a list of prefab ( one per object ). Then select the dependencies of your prefabs, and label all the selected assets to the assetbundle.

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Editing logo You can choose the logo that will be displayed in the back of the character.

To do so, you can choose an image for your project in OCWS

Then validate.