Sony ERF-PC03 User Manual

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4-659-403-11(1)
© 2001 Sony Corporation
English Edition
User’s Guide
©2002 Sony Corporation
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For the customers in U.S.A.
This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions: (1) This device may not cause harmful interference, and (2) this device must accept any interference received, including interference that may cause undesired operation.
For Customers in Europe
CE (EMC) Marking Conformity Remarks a) This equipment complies with EN55022.
Class B digital for use in following areas : residential, business, and light-industrial.
b) This product conforms with the following
European Directive: 89/336/EEC (EMC directive)
For the customers in Canada
This Class B digital apparatus complies with Canadian ICES-003. Cet appareil numérique de la classe B est conforme à la norme NMB-003 du Canada.
Note:
This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
• Consult the dealer or an experienced radio/TV technician for help.
You are cautioned that any changes or modifications not expressly approved in this manual could void your authority to operate this equipment.
Für Kunden in Europa
Hinweise zur Konformität mit dem CE-Zeichen (EMV)
a) Dieses Gerät entspricht der europäischen Norm
EN55022 Klasse B (digital) für die Verwendung in folgenden Gebieten: Wohngebiete, Gewerbegebiete und Leichtindustriegebiete.
b) Dieses Gerät erfüllt die folgende europäische
Richtlinie: 89/336/EWG (EMV-Richtlinie)
Notice to Users
©2002 Sony Corporation All rights reserved. This manual and the software described herein, in whole or in part, may not be reproduced, translated or reduced to any machine-readable form without prior written approval.
EXCEPT AS SPECIFICALLY SET FORTH IN THE SOFTWARE LICENSE AGREEMENT, SONY CORPORATION PROVIDES THIS MANUAL, THE SOFTWARE AND THE OTHER INFORMATION CONTAINED HEREIN “AS IS” WITH NO WARRANTY AND HEREBY EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF MERCHANTABILITY NONINFRINGEMENT OR FITNESS FOR ANY PARTICULAR PURPOSE WITH REGARD TO THIS MANUAL, THE SOFTWARE, OR SUCH OTHER INFORMATION. IN NO EVENT SHALL SONY CORPORATION BE LIABLE FOR ANY INCIDENTAL, CONSEQUENTIAL, OR SPECIAL DAMAGES, WHETHER BASED ON TORT, CONTRACT, OR OTHERWISE ARISING OUT OF OR IN CONNECTION WITH THIS MANUAL, THE SOFTWARE, OR OTHER INFORMATION CONTAINED HEREIN OR THE USE THEREOF.
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Sony Corporation reserves the right to make any modification to this manual or the information contained herein at any time without notice. The software described herein may also be governed by the terms of a separate user license agreement.
This product contains software owned by Sony and licensed from third parties. Use of such software is subject to the terms and conditions of license agreements enclosed with this product. Software specifications are subject to change without notice and may not necessarily be identical to current retail versions.
Before using this software, please read the accompanying End-User License agreement which governs use of this software.
“Reproduction in whole or in part without written permission is prohibited. All rights reserved.”
Customer Support
How to contact the AIBO Customer Link.
U.S.A and Canada
1-800-427-2988 (U.S.A.) Email address: aibosupport@info.sel.sony.com
In Europe
English line: +44 (0)-20-7365-2938 German line: +49 (0)-69-9508-6310 French line: +33 (0)-1-5569-5118
In Australia
Call +1300-36-2426 (toll free within Australia) E-mail address: cicci@ap.sony.com
In Hong Kong
Sony Style +852-2345-2966 Email address: aibo_helpdesk@shk.sony.com.hk
In Singapore
+65-473-8500 Email address: AIBO.Link@ap.sony.com
“OPEN-R” is the standard interface for the entertainment robot system that Sony is actively promoting. This interface expands the capability of the entertainment robot through a flexible combination of hardware and interchangeable software to suit various applications.
AIBO Master Studio ERF-PC03 conforms to OPEN-R version 1.1, 1.1.1 and version 1.1.2.
• “AIBO,” the AIBO logo
, “OPEN-R” and the OPEN-R logo are registered trademarks of Sony Corporation.
• “AIBO Master Studio,” “R-CODE,” “Memory Stick,” “
,” and “ ” are
trademarks of Sony Corporation.
• Acrobat Reader is a trademark of Adobe Systems Incorporated.
• Microsoft and Windows are registered trademarks of Microsoft Corporation in the United States and other countries.
• All other system names and product names mentioned herein may be the trademarks or registered trademarks of their respective companies.
Furthermore, “™” and “®” are not mentioned in each case in this manual.
Information about AIBO is also available on the Internet at: http://www.aibo.com/
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Sources of information
There are two AIBO Master Studio manuals.
User’s Guide (this manual)
The User’s Guide includes an overview of AIBO Master Studio; installation, setup and other information required to operate AIBO; and how to use the programs that make up AIBO Master Studio.
Tutorial Guide
The Tutorial Guide gives examples of how to use AIBO Master Studio. If this is the first time you’re using AIBO Master Studio, please follow the tutorial and try all of the operations to get acquainted with AIBO Master Studio. You can also learn tips for using the product.
Note
Most illustrations and images are of AIBO ERS-
210.
About the Online Manual
The User’s Guide and the Tutorial Guide are also available online as PDF files. To view these files, you need “Acrobat Reader for Windows.” First install Acrobat Reader.
To view the Online Manual
Click the Start button in Windows and choose Programs* - AIBO Master Studio - User’s Guide (or Tutorial Guide).
* If you are using Windows XP, click All Programs
instead of Programs hereinafter.
You can also display online manuals by choosing from the Help menu in any AIBO Master Studio application.
Tip
You can also display online manuals by double­clicking “User’s Guide.pdf” or “Tutorial Guide.pdf” in the Doc folder of the CD-ROM.
Help Menu
You can refer to Behavior Arranger commands in this manual as well as the Help system. Click the Start button in Windows, choose Programs ­AIBO Master Studio- Command Reference, or select the Help menu from within Behavior Arranger, then Command Reference.
Installing Acrobat Reader
You can install “Acrobat Reader ver. 5.0 for Windows” from the accompanying CD-ROM. From Windows Explorer, double-click the CD­ROM drive’s “\Adobe\ar500eng.exe” file. The setup program will start; just follow the instructions that appear on the screen to install the application.
Note
If you use a version older than “Acrobat Reader ver4.05 for Windows,” text and images may not be correctly displayed.
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Table of contents
Chapter 1 Introduction
AIBO’s “behavior” and “action” ............................................................................ 12
What is AIBO Master Studio? ................................................................................ 13
Compatible AIBO Models.....................................................................................13
Program Configuration .........................................................................................13
AIBO Master Studio Setup.............................................................................. 13
Quick Behavior Arranger ................................................................................ 13
Behavior Arranger............................................................................................ 14
Action Composer..............................................................................................14
Compatibility with former versions.................................................................... 14
Data compatibility............................................................................................ 14
“Memory Stick” system file compatibility ................................................... 14
Redistribution of programs .................................................................................. 14
Relationships Between Programs ........................................................................ 15
AIBO State............................................................................................................... 16
Chapter 2 Preparations
Checking supplied accessories............................................................................... 18
System requirements ............................................................................................. 19
Set up ...................................................................................................................... 20
Installing the software........................................................................................... 20
Uninstalling the software ................................................................................ 20
Set up “Memory Stick” drive ............................................................................... 20
Create a “Memory Stick” appropriate for your AIBO model.......................... 21
Setting up a wireless LAN environment ............................................................ 22
Features available with wireless LAN environment...................................22
Required equipment ........................................................................................ 22
Wireless LAN information setup ...................................................................23
Execute Connection Test..................................................................................24
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Chapter 3 Quick Behavior Arranger
Overview................................................................................................................. 26
How to use original actions ............................................................................ 26
How to Create Behaviors....................................................................................... 27
Chapter 4 Behavior Arranger
Overview................................................................................................................. 30
Main components of Behavior Arranger.............................................................. 31
Mouse modes.......................................................................................................... 31
Boxes ........................................................................................................................ 32
Action box .................................................................................................. 32
Branch box ................................................................................................. 32
Group box .................................................................................................. 33
Terminal box .............................................................................................. 33
Creating and Editing Behaviors............................................................................. 34
Start .......................................................................................................................... 34
Arranging Boxes..................................................................................................... 35
How to move boxes ......................................................................................... 35
How to delete boxes......................................................................................... 35
Connect Boxes ........................................................................................................ 36
How to connect branch boxes ........................................................................ 36
Connecting group boxes with several output terminals ............................ 37
Disconnecting boxes ........................................................................................37
Moving the connecting line ............................................................................37
Save and Execute Behaviors ................................................................................. 38
When you use “Memory Stick” drive ........................................................... 38
When you use a wireless LAN .......................................................................38
Creating and Editing Boxes ................................................................................... 40
Action box ....................................................................................................... 40
Branch box ....................................................................................................... 41
Condition dialog box ....................................................................................... 42
Group box ........................................................................................................43
How to designate a library to a group box................................................... 44
Terminal box ................................................................................................... 45
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Using Groups .......................................................................................................... 46
Making a group ......................................................................................................46
When You Create Subroutines........................................................................46
When You Create a group (Subroutine) from a Group Box ....................... 47
Moving from group to group............................................................................... 48
Rearranging terminals........................................................................................... 49
How to Use Created Actions ................................................................................. 50
Printing Behaviors .................................................................................................. 51
Page Setup............................................................................................................... 51
Print.......................................................................................................................... 51
Command Reference .............................................................................................. 52
Action box commands...........................................................................................52
Action playback commands (Play-Action)................................................... 52
Commands that use variables ........................................................................ 55
Other commands ..............................................................................................56
Variables .................................................................................................................. 57
Common to all models ....................................................................................57
Words that can be used for voice recognition .............................................. 59
Media link sounds that can be used for sound recognition ....................... 60
Tonal scales that can be used for sound recognition................................... 62
For AIBO ERS-210/220 ....................................................................................64
For AIBO ERS-310 series ................................................................................. 67
Chapter 5 Action Composer
Overview................................................................................................................. 72
What you can make with Action Composer ...................................................... 72
The three elements of an action...................................................................... 72
Action .................................................................................................................73
Action library ....................................................................................................73
Files that can be created in Action Composer....................................................74
Window organization ............................................................................................ 75
Creating and Editing Files...................................................................................... 76
Creating a library first ........................................................................................... 76
Creating an action file first ...................................................................................79
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Creating an element file first ................................................................................ 80
Motion file ......................................................................................................... 80
Sound file........................................................................................................... 80
LED file .............................................................................................................. 80
Using action libraries in Behavior Program....................................................... 81
When you use a “Memory Stick” drive ........................................................ 81
When you use a wireless LAN .......................................................................81
Editing Elements..................................................................................................... 82
Motion file ...............................................................................................................82
Editing motions ................................................................................................ 82
Editing Poses..................................................................................................... 85
Precautions on motions ................................................................................... 87
Editing sound ........................................................................................................88
MIDI file.............................................................................................................88
WAVE file...........................................................................................................92
LED file ....................................................................................................................93
Creating LED data............................................................................................ 94
Synchronizing elements ........................................................................................96
Adjusting the starting point of a sound file ................................................. 96
Using markers................................................................................................... 96
Checking elements and actions............................................................................ 97
Previewing on the PC ...................................................................................... 97
Executing tests on AIBO.................................................................................. 97
Printing windows ................................................................................................... 98
Page Setup............................................................................................................... 98
Print.......................................................................................................................... 98
Importing/exporting files ...................................................................................... 99
Import/export of action library files................................................................... 99
Importing........................................................................................................... 99
Exporting ........................................................................................................... 99
Using other AIBO-ware action files...................................................................100
Exporting action files ..................................................................................... 100
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Chapter 6 Reference
Troubleshooting ...................................................................................................102
“Memory Stick” .................................................................................................... 105
Suitable “Memory Stick” products....................................................................105
Handling procedures...........................................................................................105
About the safety switch .................................................................................105
Precautions on writing to the “Memory Stick”..........................................105
Removing the “Memory Stick” from the PC card adapter ......................106
Precautions on use ......................................................................................... 106
Specifications ........................................................................................................ 107
Behavior Arranger................................................................................................ 108
Names and functions of the window................................................................ 108
Menus .................................................................................................................... 109
File .................................................................................................................... 109
Edit ................................................................................................................... 110
View.................................................................................................................. 110
Insert................................................................................................................. 110
Group ............................................................................................................... 111
Help .................................................................................................................. 111
Mouse operation .................................................................................................. 112
Edit window.................................................................................................... 112
History bar ...................................................................................................... 112
Keyboard operation ............................................................................................. 113
Edit window.................................................................................................... 113
History bar ...................................................................................................... 113
Action Composer .................................................................................................. 114
Main window ....................................................................................................... 114
Names and functions of window................................................................. 114
Menus............................................................................................................... 115
Action Window .................................................................................................... 118
Names and function of window .................................................................. 118
Menus............................................................................................................... 119
Pose Window........................................................................................................ 122
Names and function of window ..................................................................122
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MIDI Window.......................................................................................................123
Names and function of window ..................................................................123
Menus............................................................................................................... 124
WAVE Window.....................................................................................................126
Name and function of window .................................................................... 126
Menus............................................................................................................... 127
LED Window ........................................................................................................ 128
Names and functions of window................................................................. 128
Menus............................................................................................................... 129
Preview Window.................................................................................................. 131
Names and functions of window................................................................. 131
Motion Viewer window ......................................................................................132
Names and functions of window................................................................. 132
Menus............................................................................................................... 133
Glossary................................................................................................................. 134
AIBO Master Studio Setup terms ......................................................................134
Quick Behavior Arranger/Behavior Arranger terms ..................................... 135
Action Composer terms ...................................................................................... 135
File organization and files ................................................................................... 137
Common composer..............................................................................................137
Behavior Arranger ............................................................................................... 137
Principal files ........................................................................................................ 138
Index...................................................................................................................... 139
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Chapter 1
Introduction
Gives you an overview of the AIBO Master Studio software.
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Chapter 1 Introduction
Chapter 1 Introduction
AIBO’s “behavior” and “action”
AIBO’s movements are made up of comparatively brief units of movement (“motions”) — raising its face, taking steps — which are performed sequentially. Besides motion, AIBO expresses itself in various ways by emitting sound (melodies and sound effects) and flashing its LED lights. In AIBO Master Studio, motion, sound and LED lights combined make up an “action” and actions are strung together to produce continuous movement called a “behavior.”
Behavior
Action 3
Action 1
Action 1
Motion 1
Sound 1
LED 1
To use AIBO Master Studio, you need to understand the relationship between behaviors and actions.
Action 2
Action 4
Action 5
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Chapter 1 Introduction
What is AIBO Master Studio?
AIBO Master Studio is an application that enables you to design actions and behaviors that your can AIBO perform. Create programs that make AIBO play games or act like a pet with unique actions and behaviors, so you can enjoy your own AIBO characteristics. AIBO Master Studio is compatible with wireless LANs (ERS-210/220 only), so you can efficiently make behaviors and actions using a wireless LAN.
Compatible AIBO Models
AIBO Master Studio ver.1.1 is compatible with the following AIBO models.
AIBO ERS-210
AIBO ERS-220
AIBO-ERS-310 series
Program Configuration
The AIBO Master Studio Program is made up of four programs as follows.
AIBO Master Studio Setup
Before programming actions and behaviors using AIBO Master Studio, copy the necessary system files for operating AIBO to a Memory Stick by using the AIBO Master Studio Setup program. If you use AIBO Master Studio in a wireless LAN environment, you need to set up items such as a User ID, password, and AIBO IP address.
Quick Behavior Arranger
Quick Behavior Arranger is a simple behavior creation program. A wizard screen appears so you can easily create behaviors by following on-screen directions. You can put together a behavior program by using only the built-in actions. Or, you can make original actions with Action Composer and use them in your behavior program.
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Chapter 1 Introduction
Behavior Arranger
This application is a tool for making behavior programs for your AIBO. For instance, you can make a program to make AIBO walk along the perimeter of a square, or turn right or take a few steps backward when you touch its head. You can create behaviors that are more intricate by adding branches and subgroups of behaviors to the behavior program. Version 1.1 can create programs with voice-recognition capabilities and sounds (media link sounds, tonal scales).
You can put together a behavior program by using just the built-in actions. Or, you can make original actions with Action Composer and use these in your behavior program.
Action Composer
This application lets you modify a sample action or create an action from scratch. Take a simple yawn: a person yawning with the mouth wide open makes a completely different impression from one who hides the yawn behind a hand. By using original actions tailored to each situation, your AIBO will become capable of individual expressions.
With Action Composer, you create an action that synchronizes the three elements: motion, sound and LED. For example, a yawn that escapes as soon as AIBO opens its mouth or a dance that AIBO performs to music. The actions you make will be used in Quick Behavior Arranger or Behavior Arranger as part of a behavior program.
Compatibility with former versions
Data compatibility
You can use behavior programs and action files (action library files, action files, element files) created with AIBO Master Studio version 1.01 in version 1.1. (AIBO Master Studio recognizes files except sound files as AIBO ERS-210 data. Sound files can be commonly used with the ERS-210/220/310 series.)
Memory Stick system file compatibility
A Memory Stick used with AIBO Master Studio version 1.0/1.01 can be used if you copy version 1.1 system files to it. Do not use older version system files.
Redistribution of programs
Created programs (files saved to a Memory Stick), system files, and the interpreter can be redistributed. See redist.txt in one of the installed folders for details.
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Chapter 1 Introduction
Relationships Between Programs
In order to use AIBO Master Studio, first set up various items using the AIBO Master Studio Setup program, and copy the necessary system files for operating your AIBO model to a “Memory Stick.” Then you can create actions to be used by the behavior program. When you install AIBO Master Studio, built-in actions (system actions) will be copied to the hard disk. If there aren’t enough actions, or you want to create original ones, you can program actions using Action Composer. Once you have all actions prepared, arrange them using Quick Behavior Arranger or Behavior Arranger to make behavior programs, and execute them by using a “Memory Stick” or a wireless LAN.
AIBO Master Studio Setup
• Set up “Memory Stick” drive
• Copy the system files to a “Memory Stick”
• Set up a wireless LAN
Using a “Memory Stick” drive
[When you want to create complicated behaviors]
System action
Behavior Arranger
Create behavior program
Execute by writing to a “Memory Stick”
Action Composer
Create original
actions
Actions will be copied to the hard disk when they are written to a “Memory Stick,” and they can be used in Behavior Arranger.
Using a wireless LAN (for ERS-210/220 only)
[When you want to easily create behaviors]
System action
Quick Behavior Arranger
Create behavior program
Execute by writing to a “Memory Stick”
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Chapter 1 Introduction
AIBO State
Depending on AIBOs mode, a built-in program may interrupt your behavior program and run instead. When AIBO resumes normal mode, the interrupted behavior program is reset and starts running again from the top. Before you have fun with your programs, look at the diagram below to understand how AIBOs modes will affect your behavior programs.
Normal mode
Your program is executed from the beginning and AIBO moves as programmed.
Notes
Do not use AIBO in
places subject to vibrations, on an incline, or at a place where it might drop.
Do not surround
AIBO with objects that may obstruct its movements.
Falls down
Something gets caught in its leg or neck joints
Press the head sensor for 3 seconds.
Push the tail switch in the front
AIBO is picked up
Place AIBO on the floor or press
Stands up by itself
ERS-210
ERS-220
Push the head sensor in the
front direction for 3 seconds
ERS-310 Series
direction for 3 seconds
ERS-210
the head sensor for 3 seconds
Jam condition
Joints loosen up
Mode indicator flashes
Mode indicator flashes
Mode indicator flashes
Picked-up condition
When you lift up AIBO, it becomes still and quiet in this mode.
Mode indicator flashes
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Place AIBO on the floor or push the head
ERS-220
sensor in the front direction for 3 seconds
ERS-310 Series
Place AIBO on the floor or push the tail
switch in the front direction for 3 seconds
To charge the battery pack
See the manual for the AIBO unit.
Notes
AIBO will not move when it is being charged, i.e. its connected to the AC adapter.
Do not execute your program while AIBO is on the Station (Energy Station or Stand with Energy Station Core)
or on the Stand.
Mode indicator lights
Mode indicator lights
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Chapter 2
Preparations
What you need to do to use AIBO Master Studio.
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Chapter 2 Preparations
Checking supplied accessories
First, check that you have all the supplied accessories.
x CD-ROM x “Memory Stick,” and case, and “Memory Stick” labels (3 labels)
The included AIBO Programming Memory Stick ERA-MS008 is the same as the ones sold separately in stores. Save data you create using AIBO Master Studio on this “Memory Stick.”
x Printed material
• End-User License Agreement
• User’s Guide (this book)
• Tutorial Guide
• Key code sticker (set of two) The key code is required to install the software. Place the key code sticker on the CD-ROM case, and
keep it in a safe place.
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Chapter 2 Preparations
System requirements
You need to have an IBM PC/AT compatible machine with the following specifications: OS Microsoft Windows XP
Microsoft Windows 2000 Professional (Service Pack 1 or newer) Microsoft Windows Millennium Edition Microsoft Windows 98 Second Edition English/French/German/Chinese Edition
CPU Intel MMX Pentium 300 MHz and or greater RAM 64 MB or greater Drive: Hard disk drive: 120MB or greater
CD-ROM drive (required for software installation)
Video card and display 800 × 600 pixels or greater, High-color (16 bit) or greater Sound: Sound chip compatible with the OS, or a sound card and speakers
(required for creating/checking AIBO sounds).
“Memory Stick” system requirements:
Built-in “Memory Stick” drive or “Memory Stick” reader/writer
Wireless LAN system requirements (ERS-210/220 only optional):
– Wireless LAN PC cards* compliant with the IEEE 802.11b or – An access point* compliant with the IEEE 802.11b standard (for wireless communications with a computer connected to a wired LAN.)
* Please use Sony recommended products.
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Chapter 2 Preparations
Set up
Installing the software
Install AIBO Master Studio from the accompanying CD-ROM.
1 Turn on your PC and start
Windows.
Notes
End all applications and virus detection programs before running the setup program.
When installing to Windows 2000, or Windows XP log on as the administrator or as an Administrators Group member.
2 Insert the supplied CD-ROM in
the CD-ROM drive.
The setup program is executed automatically. If the Setup program does not start, double-click the “Setup.exe” file in the CD-ROM drive. Follow the on-screen instructions.
Note
Please see the attached key code sticker for the key code.
Set up “Memory Stick” drive
In order to use a Memory Stick with AIBO Master Studio, you first need to set the Memory Stick drive.
Note
You need a Memory Stick drive even if you use AIBO Master Studio with a wireless LAN. Make certain that you perform both Set Up Memory Stick Drive and Set Up Wireless LAN.
1 Click the Start button in
Windows and choose Programs ­AIBO Master Studio - AIBO Master Studio Setup.
The AIBO Master Studio Setup dialog box appears.
2 Set the Memory Stick drive
Uninstalling the software
If you dont need AIBO Master Studio any longer, go to the Windows Control Panel and choose Add/Remove Programs to delete it.
Note
This procedure removes all programs and data that were installed. Data made by the user will not be deleted.
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Enter the drive path Make certain that you specify a path immediately below the root (\).
If you dont know the drive path, click the
icon to choose the drive.
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Chapter 2 Preparations
3 Click OK
The “Memory Stick” drive will be set.
Note
If other AIBO Master Studio applications are running, restart the programs to activate the applications.
Create a “Memory Stick” appropriate for your AIBO model
In order to use the included “Memory Stick” or a separately sold “AIBO Programming Memory Stick” with AIBO Master Studio, you need the system files (OPEN-R folder) that are necessary for AIBO movements. Make certain that you copy the system files using the following method before using a “Memory Stick” for the first time.
Note
• Regular “Memory Sticks” sold in stores and “Memory Sticks” loaded with AIBO-ware applications cannot be used. (Programs you create on such a “Memory Stick” cannot be executed on AIBO.)
• You cannot write system files for several AIBO models to a “Memory Stick” at the same time.
• You can also use a “Memory Stick” used with an older version. If older version system files exist, delete the OPEN-R folder using Windows Explorer, and copy the system files again.
Tip
• Once you copy system files, you don’t need to copy them again unless you change the AIBO model. If you want to change the AIBO model, copy the system files again.
• If you copy system files onto a used “Memory Stick,” it will be overwritten, and saved Behavior Programs and Action Libraries will be deleted. However, wireless LAN settings won’t be overwritten, so you don’t need to set them up again.
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Chapter 2 Preparations
1 Click the Start button in
Windows and choose Programs ­AIBO Master Studio - AIBO Master Studio Setup.
The AIBO Master Studio Setup dialog box appears.
2 Insert a Memory Stick into the
drive.
3 Select your AIBO model.
Select your AIBO model name.
An (E) model name means it does English voice-recognition.
4 Click Copy System Files.
The system files for the selected model will be overwritten on the “Memory Stick in the specified drive.
5 Click OK
Setting up a wireless LAN environment
If you are using AIBO ERS-210/220, you can wirelessly transfer programs and data that you have created between AIBO and your PC by using AIBO wireless LAN card (sold separately).
Features available with wireless LAN environment
Wireless LAN makes the features listed below possible. Youll be able to make actions and behaviors more efficiently because youll be able to test them in the process.
Upload behavior programsCommand AIBO to execute behaviors
(You can trace a group box that is currently being executed.)
Upload the action libraryCommand AIBO to test-run actions and
elements (motions, sounds, LEDs)
Required equipment
Both your AIBO and PC need to support wireless LAN and be capable of wireless LAN communication. The AIBO Master Studio software enables wireless communication between your PC and a single AIBO.
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For AIBO
You will need both of the following:
AIBO Wireless LAN Card
For instructions on installing the card in AIBO, please refer to the manual of the AIBO Wireless LAN Card.
Memory Stick
Use the Memory Stick included in the AIBO package or an AIBO Programming Memory Stick (sold separately) to which the appropriate system files have been copied.
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Chapter 2 Preparations
For the PC
You will need either of the following:
• A PC equipped with an IEEE802.11b­compatible wireless LAN card*
• PC connected to a wired LAN through an access point* compliant with the IEEE 802.11b standard
* Please use Sony recommended products.
When an access point is used
When an access point is not used
Notes
The PC can be connected to the access point via wireless LAN or wired LAN (network cable).
• To connect the PC to the access point via wireless
LAN, install an IEEE802.11b-compatible wireless LAN card on the PC.
• To connect the PC to the access point via wired
LAN, you will need a hub and two network cables.
Wireless LAN information setup
Insert the AIBO wireless LAN card into your AIBO, and start the setup program.
Tip
You can set up a wireless LAN connection using a LAN by inserting a “Memory Stick” with the appropriate system files in AIBO and using a computer connected to the LAN. Please see the wireless LAN card operating manual for details.
Note
If you insert a “Memory Stick” and start AIBO while the AIBO wireless LAN card is pulled out, the network settings on the “Memory Stick” will return to default values.
You can proceed with set up in AIBO Master Studio Setup by inserting a “Memory Stick” into the “Memory Stick” drive.
1 Click the Start button in
Windows and choose Programs ­AIBO Master Studio - AIBO Master Studio Setup.
The AIBO Master Studio Setup dialog box appears.
2 Insert the “Memory Stick” with
the appropriate system files into the drive.
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Chapter 2 Preparations
3 Set up wireless LAN
information.
1 Check the Use AIBO Wireless LAN
Card box.
2 If you want to display “Memory Stick”
information click [Import].
3 Input the AIBO IP address (AIBO
wireless LAN card).
4 Input the Subnet Mask. 5 Input the Default Gateway IP address.
You may omit specifying an IP address, in which case the default gateway will not be used.
6 Input the AIBO name (up to 8
alphanumerical characters) that will be used in the wireless zone.
7 Input the wireless network name (up to
32 alphanumerical characters).
8 Input the key characters to be used for
encryption of wireless data (5 alphanumerical characters). If you don’t want to use encryption, do not enter anything.
9 Select the Action mode (wireless LAN
topology).
0 Select the wireless channel (when you
use ad hoc mode).
qa Input the user ID (up to 8
alphanumerical characters) to log on to the wireless network.
qs Input password (up to 8
alphanumerical characters) to log on to the wireless network.
qd Enter the same password you input in
step qs again to confirm it.
Tip
If you don’t designate a user ID and password, anyone can access your AIBO wireless LAN connection without authentication, so we recommend that you set up a user ID and password.
4 Click [Export].
This saves the wireless LAN settings and makes wireless LAN functions available to AIBO Master Studio.
5 Click [OK] to close the window.
Tip
The wireless LAN setup information that is input last will also be stored on the PC, so you don’t need to input information from the beginning every time you use a new “Memory Stick.”
Execute Connection Test
If you insert the “Memory Stick” that you used to set up the wireless LAN into AIBO, boot AIBO, and click Test Connection, that will execute an AIBO connection test using the set wireless LAN information.
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Chapter 3
Quick Behavior
Arranger
How to use Quick Behavior Arranger.
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Chapter 3 Quick Behavior Arranger
Overview
Quick Behavior Arranger enables you to create two kinds of programs. It’s a wizard, so even people who aren’t familiar with the program can easily create AIBO programs. The Tutorial Guide explains how to use Quick Behavior Arranger using examples.
• Sequential Execution Type
A behavior program describing a series of AIBO actions such as “stand up, move, and sit down.”
1 Stand up 3 Sit down2 Walk 50cm
• Stimulus - Driven Execution Type
A behavior program that makes use of sensor inputs, voice recognition, and other functions.
Banzai
Fewer commands are available in Quick Behavior Arranger compared to Behavior Arranger, so use Behavior Arranger if you want to create complicated programs.
How to use original actions
You can add original actions in addition to system actions that are already prepared to behaviors. If you use original actions, use Action Composer first to save an action library onto a “Memory Stick.” For details about Action Composer, see “Chapter 5 Action Composer” (page 71).
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Chapter 3 Quick Behavior Arranger
How to Create Behaviors
Start Quick Behavior Arranger, and create behavior programs by following the instructions on the screen.
1 Click the Start button in
Windows and choose Programs ­AIBO Master Studio - Quick Behavior Arranger.
A window to select the model appears.
2 Select your AIBO model name
and click Next.
Select your AIBO model and click Next. A window to select the program type appears.
3 Select Behavior Program type
and click Next.
Follow the instructions on the screen.
Note
You can use Behavior Arranger to edit programs created using Quick Behavior Arranger. If you open a program that you created in Behavior Arranger, it automatically places as many action boxes as there are action selection fields. If you dont input anything in an action selection field, the action box wont have any commands.
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Chapter 3 Quick Behavior Arranger
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Chapter 4
Behavior
Arranger
Procedures for using Behavior Arranger.
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Chapter 4 Behavior Arranger
Overview
Behavior Arranger shows ABIO behaviors in a flowchart to create behavior programs. You can create anything from programs made of simple sequential actions such as “stand up and walk” to complicated programs using branching programs, and subroutines using conditions such as “when the head is touched, turn right.” You can use events that use sensor switches, as well as voice recognition words in English, and sounds (media link sounds and tonal scales), as conditions. You can quickly create behavior programs using built-in system actions in Behavior Arranger. If you want to use your own original actions, create actions using Action Composer and arrange them in Behavior Arranger to incorporate the actions in programs. For Action Composer details, see “Chapter 5 Action Composer” (page 71).
Action Composer
Original actions
Behavior Arranger
System actions
Behavior Behavior
Action
Action
Action
Action
Subroutine
Action
Action
Action
Action
+
Original actions
Behavior
Action
Condition
Action Action
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Chapter 4 Behavior Arranger
Main components of Behavior Arranger
In Behavior Arranger, program structures are expressed as flowcharts, making the programming process easier to understand. Choose from among the several boxes on the toolbar, drag them to the edit window, and connect them to create a flowchart.
Toolbar
Edit window
Mouse modes
In the edit window, operate the mouse by switching between the two modes.
Mouse: normal mode
Select this mode to place and move boxes in the edit window.
Mouse: link mode
Select this mode to connect boxes that have been placed in the edit window. When you drag from the terminal (round white dot) of one box to the box you want to connect, a line appears linking the two boxes.
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Chapter 4 Behavior Arranger
Boxes
Input commands in boxes and connect the boxes with the mouse.
Action box
The box is used for designating commands such as AIBO actions other than branching conditions. Sequential commands can be designated in one box. Commands in an action box are designated in the Action properties dialog box.
Action properties dialog box
Designate sequential commands in one box.
PLAY, STOP, QUIT, ADD and SUB are examples of action box commands. Example:
Main Sub Name Horizontal Distance PLAY ACTION WALK 20 100
The example above commands AIBO to walk for about 100 mm at an angle of 20° to the left. (For the horizontal angle, + indicates an angle to the left and – indicates an angle to the right. The actual distance AIBO walks will depend on the condition of the floor.)
Branch box
This box is for designating a branch in the program. Branch conditions in a branch box are designated in the Branch properties dialog box.
Branch properties dialog box
Designate conditions and jump destinations.
IF, AND, OR and ELSE are examples of branch commands. Example:
Type Variable Op Value Jump to IF DISTANCE < 200 LeftTurn ELSE MoveForward
In the example above, if the distance to an obstacle is less than 200mm, the program jumps to the box named LeftTurn, and in all other cases jumps to the box named MoveForward.
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Chapter 4 Behavior Arranger
Group box
A box containing subroutine (grouped programs). The subroutine called by a group box is designated in the Group properties dialog box.
Groups form levels. In Behavior Arranger, due to programming limitations, an upper-level group can activate a lower-level group but not vice-versa. (When group A activates group B, group A is at a higher level than group B.)
Group properties dialog box
Choose a subroutine (group).
A group at the highest level is a Main group.
Terminal box
The terminal box indicates the beginning or end of a program or a subroutine. The START box and END box in the Main group that are displayed when you first start making a program or subroutine are also terminal boxes. Designate the name of a terminal box in Terminal properties.
Terminal properties dialog box
Saved behavior programs (.be) can be used as subroutines in other programs. It is very convenient if you create programs to be used as subroutines beforehand, and add them to the Behavior Library Folder (\AIBO Master Studio\BA\Library) in AIBO Master Studio. Click library box subroutines.
to select
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Chapter 4 Behavior Arranger
Creating and Editing Behaviors
Create behavior programs either by starting Behavior Arranger and creating new programs, or by editing programs that you already have. This section explains how to create a new behavior program.
Start
1 Click the Start button in
Windows and choose Programs ­AIBO Master Studio and click Behavior Arranger.
Behavior Arranger will start.
For an explanation of Behavior Arranger names and functions, see “Behavior Arranger” in “Chapter 6 Reference” (page
108).
2 From the menu, choose File-
New.
The Select model dialog box appears.
3 Select your AIBO model
Select your AIBO model name, and click OK. START Box and END Box appear in the Edit window.
Toolbar
Edit window
Tip
If you want to edit a program that you already have, select File-Open from the menu to load the file that you want to edit. Programs that you created using previous versions of AIBO Master Studio will be loaded as AIBO ERS-210 programs.
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Arranging Boxes
Chapter 4 Behavior Arranger
Position boxes in which to designate commands in the edit window.
1 Select a box
Click the Box button on the toolbar or select Box from the Insert menu. A highlighted box appears.
Tip
You can also select Box from the context menu that appears by right-clicking on the edit window.
2 Position a box
Click the position you would like the box to move to in the edit window. The box’s properties dialog box appears.
3 Input content for the box.
Input box commands in the properties dialog box. For details, see “Creating and Editing Boxes” (page 40). You can change the contents of a box later, so you may create the overall flow of a program by allocating empty boxes, then input commands into those boxes.
4 Close properties dialog box
Click OK in the properties dialog box. Box will be positioned in the edit window.
5 Allocate as many boxes as you
need
Repeat steps 1 to 4 to position as many boxes as you need.
Note
You can use around 10,000 boxes in Behavior Arranger. However, since AIBO main memory is shared with the Action Library and AIBO system files, the number of boxes and commands that can be used in Behavior Arranger will be reduced if memory­intensive actions are used.
How to move boxes
Put the mouse in normal mode and drag the box that you want to move.
How to delete boxes
Select the box that you want to delete and press the Delete key. You can also delete by right­clicking on a box and selecting Delete Box from the context menu.
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Chapter 4 Behavior Arranger
Connect Boxes
Once you position boxes in the edit window, connect box terminals to associate them with each other. A round dot on the top of a box is an input terminal, and a round dot at the bottom of a box is an output terminal.
1 Put the mouse in link mode
Click on the Toolbar.
2 Drag from the source box to the
destination box
A white line will appear between the boxes, and the output terminal of the source and the input terminal of the destination box will be connected.
How to connect branch boxes
Connect branch boxes by designating the branching conditions. Determine subsequent processes according to conditions such as “with the word ‘hello,’ shift process to movement A, or stop if approaching an obstacle.
As many output terminals as branching conditions designated in the Branch properties dialog box will be set up. If you place the mouse cursor on an output terminal, the conditional expression will be displayed. If you drag from any output terminal to a destination box, corresponding conditional expressions and subsequent processes will be connected. You can also connect a branch box and destination box by dragging without having to first set up the Branch properties dialog box of a branch box. In this case, you need to designate one or more branching conditions to branch to a destination box in the Condition dialog box that will appear as you drag.
3 Connect the rest of the boxes
Repeat the dragging process to connect all of the boxes.
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Chapter 4 Behavior Arranger
Connecting group boxes with several output terminals
If there are several output terminal boxes in a group (subroutine), as many output terminals as terminal boxes will appear for a corresponding group box. If you place the mouse cursor on an output terminal, the corresponding terminal box name will appear, so check the box name, choose a terminal, and drag it to the destination box to connect it.
Disconnecting boxes
Select a line to disconnect and press the Delete key. You can also use the following alternative methods.
Use the Delete Connection context menu item that appears when you right-click a line.
Right-click on the output terminal or the box, and choose Delete Connection from the context menu (if there are several connections, a selection menu will appear).
Note
If you delete a box, any connection lines from the boxs output terminals will also be deleted at the same time.
Moving the connecting line
Set the mouse to normal mode, select the line you want to move and drag it to the new position.
Tip
A straight connection line with no angles cannot be moved.
Connection lines cannot be moved to overlap their own box.
For a group box designated to a group with several terminals, you can rearrange the terminals to eliminate line crossovers. For details, see Rearranging terminals. (page 49)
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Chapter 4 Behavior Arranger
Save and Execute Behaviors
Save created behavior programs using a “Memory Stick” drive (“Memory Stick” Reader/Writer) or using a wireless LAN, and execute them on AIBO.
Note
System files for different models cannot be saved to the same “Memory Stick.”
Tip
Programs created in Behavior Arranger will be saved in \OPEN-R\APP\PC\AMS\R-CODE.R on a “Memory Stick.”
When you use “Memory Stick” drive
1 Insert a “Memory Stick” with
the appropriate system files into the drive.
2 While the behavior program is
displayed in the edit window, from the menu select File - Save to Memory Stick.
When saving is completed, a confirmation message will appear.
When you use a wireless LAN
1 Insert a “Memory Stick” with
the appropriate system files into AIBO, and boot AIBO.
2 While the behavior program is
displayed in the edit window, from the menu select File ­Wireless LAN Connection.
Wireless LAN connection will appear and the computer connects to AIBO over the wireless LAN.
3 Insert the “Memory Stick” into
AIBO and boot AIBO.
When AIBO is booted, a behavior program will be automatically executed. If you want to execute it again, press the Pause button on AIBO to stop the movement, and reboot.
38
3 Click the function button that
you want to use.
Execute
Transfers a behavior program to the “Memory Stick” inserted into AIBO and executes it.
Stop
Stops a process that is being executed by AIBO after the current action is completed.
Page 39
Emergency Stop
Immediately stops a process that is being executed by AIBO including the current actions. AIBO will be unstable after an emergency stop, and if you select Execute again, AIBO will start “stretching.”
Write
Transfers the behavior program to the “Memory Stick” inserted in AIBO without executing it. (The same as selecting the File-Save to Memory Stick from the menu.)
Delete
Deletes the behavior program from the “Memory Stick” inserted in AIBO.
Check Box
Trace Box Name
Displays the group and box name of a program that is being executed in AIBO. This is convenient to see if there are errors in the program.
Chapter 4 Behavior Arranger
Step Execute
If this is checked, execution pauses every time an action completes in the program. To continue, click the Execute button again. This is convenient to see if there are errors in the program. If this isn’t checked, clicking the Execute button will play the program from the beginning.
4 If the program execution is
complete, click Disconnect.
The wireless LAN connection will be disconnected, and the dialog box will close.
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Chapter 4 Behavior Arranger
Creating and Editing Boxes
Create or edit boxes, and specify program commands. Please see “Command Reference” (page 52) for available command details.
Action box
When you place an action box in the edit window or double-click on an existing box, the Action properties dialog box is displayed. Sequential commands (other than branching) can be designated in one box.
3 Combo box
Specify commands and parameters starting with the Main command. The number of parameters and boxes you need to specify are determined by the command. Column with *
Discretionary input is available.
Column with #
Numerical input is available.
Comment: type in
comments about the command (optional)
List
Lists the commands designated for this box. AIBO will execute commands in the order that they appear in this list.
4Add
Click this button to add to the list a command specified in the combo box.
Modify
Reflects changes made in the combo box to the list.
Delete
Deletes the selected line from the list.
[Up] [Down]
Moves the selected line up or down the list.
1Name
Input the box name.
5 OK
Closes the dialog box.
2Comment
Type in your comments about the box (optional).
Cancel
Cancels a new box or an operation in the Action Properties dialog box.
Auto Modify
If you check this, changes in the Combo box will automatically reflect the selected command.
To edit a command in the list
1Select a command from the list. 2To change, add changes to the command in the combo box and click Modify.
To delete, click Delete. To change the list order, click [Up] [Down] and move the line up or down the list.
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Chapter 4 Behavior Arranger
Branch box
When you place a branch box in the edit window or double-click on an existing box, the Branch properties dialog box is displayed. Branch conditions are designated in this box.
4 Add
Click this button to add to the list a condition specified in the combo box.
Modify
Reflects changes made in the combo box to the list.
Delete
Deletes the selected line from the list.
1Name
Input the box name.
[Up] [Down]
Moves the selected line up or down the list.
2Comment
Type in your comments about the box (optional).
5 OK
Closes the dialog box.
3 Combo box
Enter branch conditions.
Type:
Branch condition
Variable:
First operand
Op: Comparison operator Value:
Second operand
Jump To:
The box to jump to when a condition is met
Comment:
Comments about the command (optional)
List
Lists the conditions designated for this box. Decisions based on conditions are made in the order the conditions appear on the list.
Auto Modify
If you check this, changes in the Combo box will automatically reflect the selected command.
Cancel
Cancels a new box or an operation in the Branch Properties dialog box.
To edit a command in the list
1Select a command from the list. 2To change, add changes to the condition in the combo box and click Modify.
To delete, click Delete. To change the list order, click [Up] [Down] and move the line up or down the list.
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Chapter 4 Behavior Arranger
Condition dialog box
You can designate branch conditions for a branch box in dialog boxes other than the Branch properties dialog box. Put the mouse in link mode, and designate conditions in the Condition dialog box that appears when you drag from the branch box to the action box to jump to.
1 Combo box
Enter branch conditions. If you don’t have several destinations in the branch box, select ELSE.
2 Specify AND/OR for the
conditions entered in step 1. AND:
branch is determined by AND conditions when there are several conditions
OR: branch is determined
by OR conditions when there are several conditions
3 OK
Closes the dialog box.
Cancel
Cancels the operation.
Var1:
First operand
Op: Comparison
operator
Var2:
Second operand
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Chapter 4 Behavior Arranger
Group box
When you place a group box in the edit window or double-click on a group box without a designated group, the Group properties dialog box is displayed. Specify the group (subroutine) to activate in this box. If a group is already specified, right-click on the box and select Properties from the menu to display it.
1 Name
Input the box name.
3 Group
Specify the name of the group activated by this box. Select from the existing group (including libraries) or input a new group name. If you input a new group name, a group will be created and its edit window will appear.
Note
A group box and a group are different. A group box is something that activates a group, and a group is a subroutine entity. Even if you delete a group box, the group won’t be deleted. In the same manner, even if you delete a group, the group box won’t be deleted.
2 Comment
Type in your comments about the box (optional).
4 OK
Closes the dialog box.
Cancel
Cancels a new box or an operation in the Group Properties dialog box.
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Chapter 4 Behavior Arranger
How to designate a library to a group box
If you save a behavior program, you can use the behavior program as a subroutine when making another program. A group of these programs (.be) is called a (behavior) library. AIBO Master Studio provides several libraries in the AIBO Master Studio\BA\Library folder for your use. When you place a library box program to be activated by the library box.
A group box will be placed in the edit window (a library box is a kind of group box). When you right­click on the box and choose Properties from the context menu, a Group properties dialog box is displayed.
in the edit window, the Open dialog box is displayed. Specify the
1Name
Input the box name. (The library name appears initially.)
Group
The chosen library is displayed.
Note
If actions other than system actions (i.e. actions made with Action Composer) are used in the behavior library, you need to save an action library that include the actions to a “Memory Stick” in advance using Action Composer.
2 Comment
Type in your comments about the box (optional).
Cancel
Cancels an operation.
3 OK
Closes the dialog box.
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Chapter 4 Behavior Arranger
Terminal box
When you place a terminal box in the edit window or double-click a terminal box, the Terminal properties dialog box is displayed. Enter the terminal box name and comments in this box.
1 Name
Input the box name.
2 Comment
Type in your comments about the box (optional).
3 OK
Closes the dialog box.
At the end of subroutine, input a box name such as RETURN to indicate that the process will return to the main program. Terminal box names can be entered freely, for example, QUIT, END and RETURN.
Cancel
Cancels a new box or an operation in the Terminal Properties dialog box.
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Chapter 4 Behavior Arranger
Using Groups
Making a group
Follow the procedure below to make a group (subroutine) that will be activated by a group box.
When You Create Subroutines
1 From the menu, select Group-
Create New Group.
A Group dialog box appears.
2 Define the group.
1 Name
Input the group name.
2 Comment
Type in your comments about the group (optional).
3 Close the dialog box.
Click OK in the Group dialog box. An edit window opens for the new group.
5 From the menu, select File -
Close this Window.
It returns to the edit window of the program that activates the created group (subroutine).
Note
Even if you close the edit window for a group, the group isn’t deleted.
6 Place a group box, and
designate a group name used in the Group combo box of the Group properties dialog box.
Select a group name that you’ve made as the group to activate.
For details, see “Group Box” (page 43).
4 Create a behavior program (in
the same manner as for a main group).
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When You Create a group (Subroutine) from a Group Box
1 Position the group box in the
edit window, and input the name of the group in the Group properties dialog box.
Input the group name to be created.
Chapter 4 Behavior Arranger
A group will be created and an edit window for the group opens. The group box to activate the created group will be placed in the original edit window.
2 Create a behavior program (in
the same manner as for a main group).
3 From the menu, select File-Close
this Window.
Tip
Even if you close the edit window for a group, the group isn’t deleted.
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Chapter 4 Behavior Arranger
Moving from group to group
If a group includes a child group (subroutine), you can move it from one group to another by using the history bar, and see a history of moves between groups.
History bar
You can move a group box that you want to edit to a child group (subroutine) by double-clicking it, and the program will appear in the edit window. Such moves between groups will appear in the history bar. The main group always appears on top, and the history will be updated as you create child groups (subroutines). Groups displayed in the history bar can be accessed by clicking on one of the boxes displayed in the bar.
Key operation
Home Moves to the Main group. End Moves to the group indicated
at the bottom of the history bar.
Page Up Moves to the group directly
above in the history bar.
Page Down Moves to the group directly
below in the history bar.
Mouse operation
Left double-click Opens the chosen group in
the edit window.
Place the mouse pointer over a box in the history bar
Displays the group name.
Note
When you access a different subgroup from the same group, a different trace is displayed in the history bar.
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Rearranging terminals
Chapter 4 Behavior Arranger
If a group that has several output terminal boxes is activated from a group box, you can rearrange the terminals to keep the connection lines from crossing.
1 In the group box, place the
mouse pointer over the terminals to check the names of the terminals you want to rearrange.
Terminal 1 Terminal 2 Terminal 3
Crossed
4 Choose a line and click [Up]
[Down] to change the terminal order.
In the case of a Step 1 screen, change the order to [1] [3] [2].
5 When you’ve rearranged the
order, click Set order.
When you return to the group box, you’ll find the terminals arranged in the new order and the crossed lines will have disappeared.
Terminal 1 Terminal 3 Terminal 2
2 Double-click the group box.
The program defined by the group box is displayed.
3 Choose Group - Set Order of
Terminals.
The Terminal list is displayed.
Crossing is eliminated
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How to Use Created Actions
To include actions other than system actions – i.e. actions using original motions, sounds, and LED flashing patterns – in a behavior program, follow the procedure below.
1 In Action Composer, create an
action library that includes the action you want to use and save it to the “Memory Stick” (page
81).
A copy of the action library is also made in the hard disk, allowing you to refer to the action library from Behavior Arranger.
Note
Behavior Arranger refers to the action library saved last. If you are using several “Memory Sticks,” make sure the action library in the “Memory Stick” you are using matches the one on the hard disk.
2 In Behavior Arranger, specify
the action that you have created as a command in an Action box.
Specify [PLAY] for Main and [ACTION+] for Sub. Actions in the library that you saved in step 1 will appear in the Name combo box.
Select ACTION+
List of actions saved in Action Composer
Tips
You will be able to use the saved actions after saving an action library to the “Memory Stick” in Action Composer by opening the Action properties dialog box.
50
Notes
You can use only one action library at a time. To use a new action while making a behavior program, first add the action to the action library you’ve saved.
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Chapter 4 Behavior Arranger
Printing Behaviors
You can print a flowchart of behavior programs that you have created. Please set up the page before printing.
Page Setup
1 From the menu, select File - Page
Setup.
The Page Setup dialog box appears.
Tip
You can change the printer you want to use by clicking Printer.
2 Set Paper, Orientation, and
Margins.
3 Click OK.
Print
1 From the menu, select File -
Print.
The Print dialog box appears.
2 Set the Print, Print range, and
Number of copies to be printed.
Tip
When the main group of a behavior program has a child group (subroutine), you can print flowcharts of the main group and child groups by choosing All groups.
3 Click OK.
A flowchart of the behavior program that is displayed in the edit window will be printed.
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Command Reference
You can refer to Behavior Arranger commands in this manual as well as the Help system. Click the Start button in Windows, choose Programs -AIBO Master Studio- Command Reference, or select the Help menu from within Behavior Arranger, then Command Reference.
Action box commands
Action playback commands (Play-Action)
This section shows a list of names for built-in system actions (commands are listed alphabetically). These commands can be used when “Play” is chosen in Main and “Action” is chosen in Sub. For overwrite execution, see “Programming precautions” (page 55).
Tips
Main [Play] - Sub [Action+] displays actions that were saved in Action Composer.
CHGPOS.STATR.NORMAL
Hangs head sorrowfully and lies down on the floor.
CHGPOS.WALK.NORMAL
Changes to walking position.
CONTACT.FRONT.HEAD
Heads the ball
CONTACT.FRONT.HEADL
Heads the ball to the left.
CONTACT.FRONT.HEADR
Heads the ball to the right.
CONTACT.RIGHT.TOUCH
Sits and with the right paw touches an object at the specified distance.
Horizontal angle 0 to 80 Unit: ° Distance Distance from AIBO Unit: mm
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Overwrite
execution
NG
NG
NG
NG
NG
NG
Overwrite
execution
CONTACT.RIGHT.TOUCH2
Crouches and with the right paw touches an object at the specified distance.
Horizontal angle 0 to 80 Unit: ° Distance Distance from AIBO Unit: mm
KICK
Kicks the specified position.
Horizontal angle –30 to 30 Unit: ° Distance Distance from AIBO Unit: mm
LIE
Lies down in the normal posture.
MOVE_HEAD
Looks in the specified direction. Alias for MOVE.HEAD.NORMAL.
Horizontal angle –60 to 60 Unit: ° Vertical angle –60 to 20 Unit: °
MOVE.HEAD.FAST
Looks quickly in the specified direction.
Horizontal angle –60 to 60 Unit: ° Vertical angle –60 to 20 Unit: °
MOVE.HEAD.NORMAL
Looks in the specified direction.
Horizontal angle –60 to 60 Unit: ° Vertical angle –60 to 20 Unit: °
MOVE.HEAD.SLOW
Looks slowly in the specified direction.
Horizontal angle –60 to 60 Unit: ° Vertical angle –60 to 20 Unit: °
NG
NG
NG
OK
OK
OK
OK
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Chapter 4 Behavior Arranger
Overwrite
execution
MOVE.MOVE.NORMAL
Walks to the designated position.
Horizontal angle –180 to 180 Unit: ° Distance 0 to 10,000 Unit: mm
MOVE.MOVE.SLOW
Walks slowly to the specified position.
Horizontal angle –180 to 180 Unit: ° Distance 0 to 10,000 Unit: mm
MOVE.MOVE.SMALL
Walks taking small steps to the specified position.
Horizontal angle –180 to 180 Unit: ° Distance 0 to 10,000 Unit: mm
MOVE.TURN.NORMAL
Turns around to face the specified direction. Horizontal angle –180 to 180 Unit: °
(+: counter-clockwise, –: clockwise)
MOVE.TURN.SLOW
Turns around slowly to face the specified direction. Horizontal angle –180 to 180 Unit: °
(+: counter-clockwise, –: clockwise)
PALONE.AUTO.EAR (ERS-210 only)
Moves both ears.
PALONE.AUTO.EARL (ERS-210 only)
Moves the left ear.
OK
OK
OK
OK
OK
OK
OK
Overwrite
execution
PALONE.AUTO.TAILH (ERS-210 only)
Wags tail left to right.
PALONE.AUTO.TAILROT (ERS-210 only)
Rotates tail.
PALONE.AUTO.TAILSTOP (ERS-210 only)
Stops moving tail.
PALONE.AUTO.TAILUP (ERS-210 only)
Raises tail.
PALONE.AUTO.TAILV (ERS-210 only)
Wags tail up and down.
SEARCH
Searches for an object starting from the current direction. Alias for SEARCH.HEAD.NORMAL. Object Pink ball (included in AIBO unit)
SEARCH.HEAD.LOWCENT
Looks down and searches for an object. Object Pink Ball (included in AIBO unit)
SEARCH.HEAD.NORMAL
Looks in the current direction to search for an object. Object Pink Ball (included in AIBO unit)
SEARCH.HEAD.NORMALCENT
Looks in front and searches for an object. Object Pink Ball (included in AIBO unit)
OK
OK
OK
OK
OK
OK
OK
OK
OK
PALONE.AUTO.EARR (ERS-210 only)
Moves the right ear.
PALONE.AUTO.EARSTOP (ERS-210 only)
Stops moving ears.
PALONE.AUTO.TAILD (ERS-210 only)
Lowers tail.
OK
OK
OK
SEARCH.HEAD.SLOW
Looks in the current direction to search slowly for an object. Object Pink Ball (included in AIBO unit)
SEARCH.HEAD.SLOWCENT
Looks in front and searches slowly for an object. Object Pink Ball (included in AIBO unit)
OK
OK
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Overwrite
execution
SIT
Sits.
SMESS.ERROR.ERROR1
Error notice 1 for debugging. ERS-210: Flashes the mode indicator, the left eye
lights (three) and the tail light.
ERS-220: Turns on both the right and left face
side lights in blue, and the mode indicator.
ERS-310 series:
Quickly flashes the horn light alternately in blue/orange, and turns on the mode indicator.
SMESS.ERROR.ERROR2
Error notice 2 for debugging. ERS-210: Flashes the mode indicator, the right
eye lights (three) and the tail light.
ERS-220: Flashes both the right and left face side
lights in blue, and the mode indicator.
ERS-310 series:
Slowly flashes the horn light alternately in blue/orange, and turns on the mode indicator.
SMESS.NOTICE.NOTICE1
Notice 1 for debugging. ERS-210: Turn on the mode indicator, the eye
lights (all), and the tail light.
ERS-220: Flashes the left face side light in blue. ERS-310 series:
Slowly flashes the horn light in orange, and turns on the mode indicator.
NG
OK
OK
OK
Overwrite
execution
SMESS.NOTICE.NOTICE2
Notice 2 for debugging. ERS-210: Turn on the mode indicator, the eye
lights (all), and the tail light.
ERS-220: Flashes the right face side light in blue. ERS-310 series:
Slowly flashes the horn light in orange, and turns on the mode indicator.
SMESS.MODE.CLEAR
Clears debugging display.
STAND
Stands.
STOP_WALK
Stops walking.
TOUCH
Sits down and touches an object at the specified position with right front leg. Alias for CONTACT.RIGHT.TOUCH.
Horizontal angle 0 to 80 Unit: ° Distance Distance from AIBO Unit: mm
TRACK_HEAD
Tracks the object in sight. (AIBO won’t look for it if it loses it.) Object Pink Ball (included in AIBO unit)
TURN
Alias for MOVE.TURN.NORMAL. Horizontal angle –180 to 180 Unit: °
(+: counter-clockwise, –: clockwise)
OK
OK
NG
NG
NG
OK
OK
54
WALK
Alias for MOVE.MOVE.NORMAL.
Horizontal angle –180 to 180 Unit: ° Distance 0 to 10,000 Unit: mm
OK
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Programming precautions
Command Completion
Since action commands (PLAY) such as “walk” and “shake head left and right” take time from execution to completion of the action, AIBO returns a completion notice when the action is completed. If you create a program that executes action commands after a completion notice is received, Individual actions can be steadily executed in sequence.
Overwriting command execution
AIBO can execute several commands at the same time, such as “while walking, flash LED and play sound.” However, simultaneous execution of several commands is possible only if resources that the commands use (such as body parts, LEDs, and sounds) don’t overlap. For example, if you designate a command to turn off a LED after a command to turn on the same LED, only the last command will be executed and the LED will be turned off. If you designate a command to raise the right leg and a command to lower the same leg before the first action completes, AIBO will lower the right leg in the middle of raising it. Such overlaps are called overwriting command execution. Overwriting command execution doesn’t apply to all action commands, so see explanation of each individual command to see if overwriting execution is possible.
Commands that use variables
The commands in this section execute arithmetic operations using variables.
Restrictions on variables
Observe the following restrictions when using variables.
• Variable names cannot be longer than 32
characters.
• Use only alphanumeric characters and
underscores in variable names.
• A variable name consisting only of capital
letters cannot be used.
• A value must be a 16-bit integer, between
–32,768 and +32,767.
SET
Assigns a value to the variable.
CLR
Clears a sensor variable.
ADD
Addition [Variable*] = [Variable*] + [Var/Value*]
SUB
Subtraction [Variable*] = [Variable*] – [Var/Value*]
MUL
Multiplication [Variable*] = [Variable*] × [Var/Value*]
DIV
Division [Variable*] = [Variable*] ÷ [Var/Value*]
MOD
Remainder [Variable*] = [Variable*] % [Var/Value*]
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IOR
Logical OR (logical OR per bit) [Variable*] | [Var/Value*]
XOR
Exclusive OR (exclusive OR per bit) [Variable*] ^ [Val/Value*]
RND
Random number Generates a random number from a specified range of [From#] to [To#]. Variable* The random number generated From#/To# Range of the random number
VSAVE
Saves the value of a variable.Saves the value of a variable in a file in a “Memory Stick.” The name of the file to be saved is \OPEN-R\APP\PC\AMS\<variable name>.SAV.
Note
Up to 8-character variable names can be saved due to file system restrictions.
Other commands
STOP
Stops AIBO. If an action is being played back, AIBO is stopped after the action is completed.
QUIT
Stops AIBO immediately . AIBO is stopped even in mid-action.
WAIT
Waits for the current action to end and confirms completion before executing the command that follows the WAIT command.
VLOAD
Loads the value of a variable from a file in a “Memory Stick.” The name of the file to be loaded is \OPEN-R\APP\PC\AMS\<variable name>.SAV.
Note
Up to 8-character variable names can be saved due to file system restrictions.
VDUMP
Displays the variable (when executing with a wireless LAN).
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Variables
The following variables can be used in action boxes and branch boxes in addition to user variables.
Common to all models
Using the AIBO internal clock
Year
Year Effective range: 2000 or later
Month
Month
Day
Day
Hour
Hour (24-hour system)
Min
Minutes
Sec
Seconds (resolution: 2 seconds)
Dow
Day of the week (Sunday = 0, Monday = 1, ....,
Saturday = 6)
Other variables
Status
Detects if it has fallen or is in normal state. When AIBO falls down, the variable is set to “1.” To clear the variable, use the SET command to enter “0.” (When AIBO falls down, it gets up automatically and the program is executed again from the beginning.)
Wait
The length of time set for the Wait command Unit: ms
Brightness
Brightness of the surroundings (0 - 255) Darker with smaller numbers, brighter with larger numbers.
Pink_Ball
When the pink ball is detected, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Pink_Ball_H
Horizontal angle of the pink ball Unit: °
Pink_Ball_V
Vertical angle of the pink ball Unit: °
Pink_Ball_D
Distance to the pink ball Unit: mm
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AU_AiboSound
Used for AIBO-ware with media link mode capability. When an AIBO sound such as a media link sound is detected, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
AU_AiboSound_ID
Tone ID of an AIBO sound such as a media link sound. (See “Media link sound that can be used for sound recognition” <page 60>.)
AU_AiboTone
When a command tonal scale used for AIBO ERS­110/111 is detected, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
AU_AiboTone_ID
Tonal scale ID used for AIBO ERS-110/111. (See “Tonal scales that can be used for sound recognition” <page 62>.)
Body_Temp
AIBO Temperature Unit: °C
Distance
Distance from the obstacle sensor to an obstacle. If there are no obstacles, “900” will return. Effective range: 0 - 600 Unit: mm
AU_Voice
When a word is detected using voice recognition, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
AU_Voice_ID
ID of a word detected using voice recognition. (See “Words that can be used for voice recognition” <page 59>.)
Batt_Rest
Remaining AIBO battery power Unit: %
Batt_Temp
AIBO battery temperature Unit: °C
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Words that can be used for voice recognition
The following voice recognition terms can be used as AU_Voice_ID variables. What action AIBO should take in response to a word input can be freely determined.
ID When to use (example)
1 AIBO Talk to AIBO 2 What’s your name?
Ask its name (Use an action with a WAV file in which the name is recorded).
3 Say hello Ask to say hello 4 Shake paw Ask to shake a paw 5 Morning Morning greeting 6 Hello Daytime greeting 7 Good night Night greeting 8 See you Part with AIBO 9 How are you? Ask how AIBO is doing 10 Hey AIBO Talk to AIBO 11 Thanks Express gratitude 12 Sorry Apologize 13 Cheer up Cheer up 14 Banzai Play together 15 That’s right Tell AIBO something is
right
16 That’s wrong Tell AIBO something is
wrong
17 Good AIBO Praise 18 Stop it Scold 19 Let’s play! Ask AIBO to play. 20 Sing a song Make AIBO sing a song. 21 Dance Ask AIBO to dance
22 Show time Ask AIBO to perform 23 Pose for me Ask for a special pause 24 Clown around Ask AIBO to do
something silly
25 Show off Ask AIBO to do
something it is good at
26 Say message Make AIBO say
something
27 Let’s be secret Tell a secret story 28 Open sesame Break a spell with a magic
word
29 Happy day Tell a funny thing 30 Stand up Make AIBO stand up 31 Lie down Make AIBO lie down 32 Sit down Make AIBO sit down 33 Turn right Make AIBO turn or move
right
34 Turn left Make AIBO turn or move
left
35 Go forward Make AIBO go forward 36 Go backward Make AIBO back off 37 Go ahead Make AIBO start doing
something
38 Stop Make AIBO stop doing
something
39 Faster Make AIBO do something
faster
40 Slow down Make AIBO do something
slower
41 Pink ball Make AIBO respond to
the pink ball
42 Right leg kick Make AIBO kick the pink
ball with its right hind leg
43
Right leg touch
Make AIBO touch the pink ball with its right foreleg
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44 Left leg kick Make AIBO kick the pink
ball with its left hind leg
45 Left leg touch Make AIBO touch the
pink ball with its left foreleg
46 Ready set go Make AIBO start
competing
47 You won Tell AIBO that it won 48 You lost Tell AIBO that it lost 49 Action one Free use 50 Action two Free use 51 Action three Free use 52 Action four Free use 53 Action five Free use
Media link sounds that can be used for sound recognition
AIBO-ware “AIBO Pal (ERF-310AW07E)” for AIBO ERS-310 series is equipped with a “Media link mode” that enables AIBO to communicate with media by responding to specific sound signals from media such as television and video. AIBO Master Studio version 1.1 can create programs to detect such media link sounds. The following media link sound can be used for variable AU_AiboSound_ID. (There are sound files in the installed Sample\AiboSound folder.) Media link sounds include explanations of how AIBO ERS-310 series with AIBO Pal installed will react, but the actions AIBO should take in response to media link sounds can be freely determined.
Note
For details of media link mode, see the operating manual attach to the individual product.
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ID File name Reaction of AIBO ERS-
310 series with AIBO Pal (ERF-310AW07E) installed
1 AS_Start_AC If you have two AIBO
ERS-310 series units with AIBO Pal installed, and they hear this melody, they will begin communication between each other. (Same as letting AIBO recognize the word “Talk to your friend.”)
2 AS02_Start_ML1 3 AS03_Start_ML2 4 AS04_Start_ML3 5 AS05_End_ML Ends media link mode,
6 AS06_Hello Raises a front paw in
7 AS07_Bye Waves a front paw to say
8 AS08_Sleep Lies on its stomach and
9 AS09_Nod_Short Gives a short nod.
Starts media link mode. (Same as letting it recognize the phrases “Media link mode.”)
and returns to autonomous mode. (Same as letting AIBO recognize the word “That’s it.”)
greeting.
goodbye.
pretends to sleep.
18 AS18_Surprise Pose of surprise. 19 AS19_Sad Pose of sadness. 20 AS20_Relief Pose of relieved look. 21 AS21_Appeal Requests and desires. 22 AS22_Action Performs various
characteristic actions.
23 AS23_Dance Dances. 24 AS24_Song1 Sings. 25 AS25_Song2 26 AS26_Fav_Dance Performs favorite dance. 27 AS27_Fear Pose of fear. 28 AS28_Greet Bows. 29 AS29_Pose Poses for photo
opportunity.
30 AS30_Cheer Raises both front paws. 31 AS31_Look Pose of caution. 32 AS32_Abash Pose of shyness. 33 AS33_Charm Acts charmingly. 34 AS34_Type_Check
Tells you its characteristic type. (Same as letting AIBO recognize the word “Do you feel okay?”)
35 AS35_Call Notices incoming call.
10 AS10_Nod_Long Gives a long nod. 11 AS11_Expect Shows great expectation. 12 AS12_Yes Responds positively. 13 AS13_No Responds negatively. 14 AS14_Question Responds questioningly. 15 AS15_Joy Pose of joy. 16 AS16_Happy Pose of great joy. 17 AS17_Disgust Pose of reluctance.
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Tonal scales that can be used for sound recognition
Using AIBO’s perfect pitch, you can utilize tonal scales as AIBO ERS110/111 commands. AIBO Master Studio version 1.1 can create programs to detect such tonal scales. The following tonal scales can be used for the variable AU_AiboTone_ID. (Use sounds in the installed Sample\AiboTone folder and AIBO ERS-110/111 sound commander for input.) What action AIBO should take in response to tonal scales can be freely determined.
*ID 1 – 34 are command type A, and 35 – 68 are command type B.
ID Tonal Sound ID Tonal Sound Button in the sound Settings of AIBO
Scale file Scale file controller that comes ERS-110/111
with AIBO ERS-110/111*
Command Short scale Meaning of tonal scale number method method
1 C5 D5 E5 AT01.mid 35 C6 D6 E6 AT35.mid 00tSEND CDE Set AIBO to the
2 C5 E5 D5 AT02.mid 36 C6 E6 D6 AT36.mid 01tSEND CED Set AIBO to the game
3 E5 C5 D5 AT03.mid 37 E6 C6 D6 AT37.mid 02tSEND ECD Set AIBO to the
4 E5 D5 C5 AT04.mid 38 E6 D6 C6 AT38.mid 03tSEND EDC Set AIBO to the
5 G5 C5 D5 AT05.mid 39 G6 C6 D6 AT39.mid 81tSEND GCD Set AIBO to the
6 G5 D5 C5 AT06.mid 40 G6 D6 C6 AT40.mid 83tSEND GDC Set AIBO to the
7 C5 G5 D5 AT07.mid 41 C6 G6 D5 AT41.mid 84tSEND CGD Lower the volume one
8 C5 D5 G5 AT08.mid 42 C6 D6 G6 AT42.mid 86tSEND CDG 9 D5 E5 C5 AT09.mid 43 D6 E6 C6 AT43.mid 88tSEND DEC Set AIBO to the sleep8
10 D5 C5 E5 AT10.mid 44 D6 C6 E6 AT44.mid 89tSEND DCE
autonomous mode
mode
performance mode
“charging posture”
command type A
command type B
level Raise the volume one level
mode Set AIBO to the sleep mode
Action
mode
Motion modes in general
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*ID 1 – 34 are command type A, and 35 – 68 are command type B.
ID Tonal Sound ID Tonal Sound Button in the sound Settings of AIBO
Scale file Scale file controller that comes ERS-110/111
with AIBO ERS-110/111*
Command Short scale Meaning of tonal scale number method method
11 C5 Eb5 G5 AT11.mid 45 C6 Eb6 G6 AT45.mid 11tSEND
12 C5 G5 Eb5 AT12.mid 46 C6 G6 Eb6 AT46.mid 12tSEND
13 G5 Eb5 C5 AT13.mid 47 G6 Eb6 C6 AT47.mid 13tSEND
14 C5 E5 F5 AT14.mid 48 C6 E6 F6 AT48.mid 31tSEND CEF Show Style 1
15 C5 F5 E5 AT15.mid 49 C6 F6 E6 AT49.mid 32tSEND CFE Show Style 2
16 F5 C5 E5 AT16.mid 50 F6 C6 E6 AT50.mid 33tSEND FCE Show Style 3
17 F5 E5 C5 AT17.mid 51 F6 E6 C6 AT51.mid 34tSEND FEC Show Style 4
18 C5 F5 G5 AT18.mid 52 C6 F65 G6 AT52.mid 41tSEND CFG Show Performance 1
19 C5 G5 F5 AT19.mid 53 C6 G6 F6 AT53.mid 42tSEND CGF Show Performance 2
20 G5 C5 F5 AT20.mid 54 G6 C6 F6 AT54.mid 43tSEND GCF Show Performance 3
21 G5 F5 C5 AT21.mid 55 G6 F6 C6 AT55.mid 44tSEND GFC Show Performance 4
22 F5 C5 G5 AT22.mid 56 F6 C6 G6 AT56.mid 45tSEND FCG Show Performance 5
23 C5 D5 F5 AT23.mid 57 C6 D6 F6 AT57.mid 52tSEND CDF Move forward
24 Eb5 C5 F5 AT24.mid 58 Eb6 C6 F6 AT58.mid 55tSEND
25 C5 F5 D5 AT25.mid 59 C6 F6 D6 AT59.mid 58tSEND CFD Move backward
26 D5 F5 C5 AT26.mid 60 D6 F6 C6 AT60.mid 51tSEND DFC Kick with the left foot
27 D5 C5 F5 AT27.mid 61 D6 C6 F6 AT61.mid 53tSEND DCF Kick with the right foot
28 F5 D5 C5 AT28.mid 62 F6 D6 C6 AT62.mid 54tSEND FDC Turn to the left
29 F5 C5 D5 AT29.mid 63 F6 C6 D6 AT63.mid 56tSEND FCD Turn to the right
30 Eb5 F5 C5 AT30.mid 64 Eb6 F6 C6 AT64.mid 50tSEND
31 C5 Eb5 F5 AT31.mid 65 C6 Eb6 F6 AT65.mid 5#tSEND
32 C5 F5 Eb5 AT32.mid 66 C6 F6 Eb6 AT66.mid 5*tSEND
33 F5 C5 Eb5 AT33.mid 67 F6 C6 Eb6 AT67.mid 57tSEND
34 F5 Eb5 C5 AT34.mid 68 F6 Eb6 C AT68.mid 59tSEND
CD#G CGD# GD#C
D#CF
D#FC
CD#F CFD# FCD# FD#C
Stand up Sit down Lay down
Stop
Turn the ball tracking function on/off
Pose of triumph Pose of vexation Pick up an object Release an object
Action
mode
Perfor­mance mode
Game mode
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For AIBO ERS-210/220
Using AIBO touch sensors
Head_ON
ERS-210: When the head sensor is pressed, the
variable is set to “1.”
ERS-220: When the head sensor is pushed down,
the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Head_OFF
ERS-210: The length of time the head sensor is
pressed. ERS-220: The length of time the head sensor is
pushed down. Effective range: 0 to 10,000 Unit: ms
Head_Pat
ERS-210: When the head sensor is patted twice
back and forth, the variable is set to “1.” ERS-220: When the head sensor is pushed to the
back, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Head_Hit
ERS-210: When the head sensor is strongly
pressed for a short time, the variable is
set to “1.” ERS-220: When the head sensor is pushed to the
front, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Head_LONG
ERS-210: When the head sensor is pressed for 3
seconds or longer, the variable is set to “1.”
ERS-220: When the head sensor is pushed down
for 3 seconds or longer, the variable is
set to “1.” To clear the variable, use the SET command to enter “0.”
Back_ON
When the back sensor is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Back_OFF
The length of time the back sensor is pressed. Effective range: 0 to 10,000 Unit: ms
Back_LONG
When the back sensor is pressed for 3 seconds or longer, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Jaw_ON
When the chin/face sensor is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Jaw_OFF
The length of time the chin/face sensor was pressed. Effective range: 0 to 10,000 Unit: ms
64
JAW_LONG
When the chin/face sensor is pressed for 3 seconds or longer, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
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RFLeg_ON
When the paw sensor on the front right leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
RFLeg_OFF
The length of time the paw sensor on the front right leg is pressed. Effective range: 0 to 10,000 Unit: ms
LFLeg_ON
When the paw sensor on the front left leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
LFLeg_OFF
The length of time the paw sensor on the front left leg was pressed. Effective range: 0 to 10,000 Unit: ms
RRLeg_ON
When the paw sensor on the hind right leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
RRLeg_OFF
The length of time the paw sensor on the hind right leg was pressed. Effective range: 0 to 10,000 Unit: ms
LRLeg_ON
When the paw sensor on the hind left leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
LRLeg_OFF
The length of time the paw sensor on the hind left leg was pressed. Effective range: 0 to 10,000 Unit: ms
RTail_ON (ERS-220 only)
When the tail sensor (light) is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
RTail_OFF (ERS-220 only)
The length of time the tail sensor (light) is pressed. Effective range: 0 to 10,000 Unit: ms
RTail_LONG (ERS-220 only)
When the tail sensor (light) is pressed for 3 seconds or longer, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
CTail_ON (ERS-220 only)
When the tail sensor (center) is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
CTail_OFF (ERS-220 only)
The length of time the tail sensor (center) was pressed. Effective range: 0 to 10,000 Unit: ms
CTail_LONG (ERS-220 only)
When the tail sensor (center) is pressed for 3 seconds or longer, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
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LTail_ON (ERS-220 only)
When the tail sensor (left) is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
LTail_OFF (ERS-220 only)
The length of time the tail sensor (left) was pressed. Effective range: 0 to 10,000 Unit: ms
LTail_LONG (ERS-220 only)
When the tail sensor (left) is pressed for 3 seconds or longer, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Using AIBO joint angles
Head_Tilt
Head: angle of vertical (up and down) direction Unit: °
RFLeg_3
Second joint of front right leg (elbow): angle of front and back direction Unit: °
LFLeg_1
First joint of front left leg (shoulder): angle of front and back direction Unit: °
LFLeg_2
First joint of front left leg (shoulder): angle of right and left direction Unit: °
LFLeg_3
Second joint of front left leg (elbow): angle of front and back direction Unit: °
RRLeg_1
First joint of hind right leg (hip): angle of front and back direction Unit: °
RRLeg_2
First joint of hind right leg (hip): angle of right and left direction Unit: °
Head_Pan
Head: angle of horizontal (right and left) direction Unit: °
Head_Roll
Head: rolling angle Unit: °
Mouth (ERS-210 only)
Mouth: opening angle Unit: °
RFLeg_1
First joint of front right leg (shoulder): angle of front and back direction Unit: °
RFLeg_2
First joint of front right leg (shoulder): angle of right and left direction Unit: °
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RRLeg_3
Second joint of hind right leg (knee): angle of front and back direction Unit: °
LRLeg_1
First joint of hind left leg (hip): angle of front and back direction Unit: °
LRLeg_2
First joint of hind left leg (hip): angle of right and left direction Unit: °
LRLeg_3
Second joint of hind left leg (knee): angle of front and back direction Unit: °
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Tail_Tilt (ERS-210 only)
Tail: angle of vertical (up and down)
direction Unit: °
Tail_Pan (ERS-210 only)
Tail: angle of horizontal (right and left)
direction Unit: °
For AIBO ERS-310 series
Using AIBO touch sensors
Head_ON
When the head is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Head_OFF
The length of time the head was pressed. Effective range: 0 to 10,000 Unit: ms
Head_Pat
If the head is pressed to face downward, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Head_Hit
If the head is pressed to face upward, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Tail_Roll3
If the tail is rolled three times (in either direction), the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
Tail_RollR
If the tail is rolled once to the right, the variable is set to “1.” To clear the variable, use the SET command to enter “0.”
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Tail_RollL
If the tail is rolled once to the left, the variable is set to 1. To clear the variable, use the SET command to enter 0.
Tail_U_LONG
If the tail is pushed toward the front for three seconds, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_D_LONG
If the tail is pushed toward the back for three seconds, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_R_LONG
If the tail is pushed toward the right for three seconds, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_D_ON
If the tail is pushed toward the back, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_R_ON
If the tail is pushed toward the right, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_L_ON
If the tail is pushed toward the left, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
RFLeg_ON
When the paw switch on the front right leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_L_LONG
If the tail is pushed toward the left for three seconds, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
Tail_U_ON
If the tail is pushed toward the front, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
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RFLeg_OFF
The length of time the paw switch on the front right leg was pressed. Effective range: 0 to 10,000 Unit: ms
LFLeg_ON
When the paw switch on the front left leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
LFLeg_OFF
The length of time the paw switch on the front left leg was pressed. Effective range: 0 to 10,000 Unit: ms
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RRLeg_ON
When the paw switch on the hind right leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
RRLeg_OFF
The length of time the paw switch on the hind right leg was pressed. Effective range: 0 to 10,000 Unit: ms
LRLeg_ON
When the paw switch on the hind left leg is pressed, the variable is set to “1.” To clear the variable, use the SET command to enter 0.
LRLeg_OFF
The length of time the paw switch on the hind left leg was pressed. Effective range: 0 to 10,000 Unit: ms
RFLeg_2
First joint of front right leg (shoulder): angle of right and left direction Unit: °
RFLeg_3
Second joint of front right leg (elbow): angle of front and back direction Unit: °
LFLeg_1
First joint of front left leg (shoulder): angle of front and back direction Unit: °
LFLeg_2
First joint of front left leg (shoulder): angle of right and left direction Unit: °
LFLeg_3
Second joint of front left leg (elbow): angle of front and back direction Unit: °
RRLeg_1
First joint of hind right leg (hip): angle of front and back direction Unit: °
Using AIBO joint angles
Head_Tilt
Head (bottom of neck): angle of vertical (up and down) direction Unit: °
Head_Pan
Head: angle of horizontal (right and left) direction Unit: °
Head_Tilt2
Head (area equivalent to face): angle of vertical (up and down) direction Unit: °
RFLeg_1
First joint of front right leg (shoulder): angle of front and back direction Unit: °
RRLeg_2
First joint of hind right leg (hip): angle of right and left direction Unit: °
RRLeg_3
Second joint of hind right leg (knee): angle of front and back direction Unit: °
LRLeg_1
First joint of hind left leg (hip): angle of front and back direction Unit: °
LRLeg_2
First joint of hind left leg (hip): angle of right and left direction Unit: °
LRLeg_3
Second joint of hind left leg (knee): angle of front and back direction Unit: °
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Action Composer
Procedures for using Action Composer.
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Overview
The Action Composer application lets you modify the sample actions or create actions from scratch. By using original actions tailored to each situation, your AIBO will become capable of unique expressions.
The actions you create are incorporated in a behavior program with Quick Behavior Arranger or Behavior Arranger.
What you can make with Action Composer
With Action Composer, you can make elements that compose an action, actions themselves and action libraries.
The three elements of an action
You can make the three elements (motion, sound and LED flashing pattern) that combine to form an action. Elements that are made with Action Composer can be saved as individual files and used to create other actions.
Motion
AIBO’s motions are relatively brief units of movement, such as yawning and offering a paw. A unit of movement that begins with a start pose and finishes with an end pose is defined as a single motion. A motion is made by placing poses sequentially between the start and end poses. A frame (one frame of movement as in animation) defined with a pose is called a “key frame.” Gaps between key frames are automatically interpolated, both in Action Composer and while AIBO is operating, so that a motion plays back smoothly. When a motion is saved, a motion file (.mtn) will be made. Key frames cannot be saved individually but they can be copied and used to create other motions.
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Sound
AIBO can use sounds in WAVE and MIDI formats for melodies and sound effects, and import a file made with a commercially available sound editor to use as a sound element in Action Composer. Action Composer is very convenient as you can make MIDI sounds that are compatible with AIBO without worrying about format restrictions. You cannot make WAVE files in Action Composer but you can import and edit WAVE files. When a sound is saved, a sound file (.wav or .mid) will be made.
LED
You can specify the flashing patterns and brightness levels for AIBOs body lights (LED). When LED data is saved, an LED file (.led) will be made.
Action
An action is a combination of elements. You can make new actions by changing the combination of elements or by using newly created elements. An action does not have to be a combination of all three elements; an action can be made of one element only. The file that manages this combination of elements is called an action file (.act).
With Action Composer, you can synchronize the timing of the three elements while you put them together. For instance, you can make the LEDs flashing pattern synchronize with the motion, or adjust the sound and LED elements to start at the same time. You can make actions and elements up to 250 seconds long. However, if a motion longer than 30 seconds is played on an ERS-210/220, a great load will be placed on the motor, so create actions and elements that are less than 30 seconds long for those models.
Action library
An action library is a group of actions. All actions used in a single behavior program are managed by one library. The file of an action library is called an action library file (.alb).
When an action library is saved to the “Memory Stick, the library is also copied to the PCs hard disk and the library contents can be referred to from Quick Behavior Arranger or Behavior Arranger. On the Memory Stick, the action library is converted to a format that AIBO can understand, so this file cannot be edited with Action Composer.
Note
The system actions provided in Quick Behavior Arranger or Behavior Arranger cannot be opened or modified with Action Composer.
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Files that can be created in Action Composer
The five following types of files can be created in Action Composer. Motion files (.mtn) Element file Sound files (.wav, .mid) Element file LED files (.led) Element file Action files (.act) Management file of element combination Action library files (.alb) Libraries of action files
These files are related to a program as shown in the following diagram. If you transfer individual files directly disregarding their relations, they cannot be used.
Motion file
Action library file
Contains file information on action files
Action file
Action file
Action file
Contains file information on element files
Sound file
LED file
Motion file
Sound file
LED file
Substantial element files
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Window organization
Action Composer is made up of several windows as illustrated below.
Pose Window
Motion
*
Viewer
Key frames in a motion are displayed. Use this function to copy key frames.
Open this window to edit AIBO’s
Main window
Start
poses (key frames within a motion).
MIDI Window
Chapter 5 Action Composer
*
Elements and actions are managed in the library.
Action Window
*
In this window, you can adjust the timing of a motion and check all elements of an action.
Preview Window
Open this window to preview on­screen an action you’ve created.
Open this window to create MIDI sounds for AIBO to play back. The piano roll interface lets you visually check the movement and length of notes.
WAVE
*
Window
Open this window to edit WAVE
sounds for AIBO to play back.
LED
*
Window
Open this window to create AIBO
LED flashing patterns.
Notes
*
Each of these windows can also be opened by double­clicking the filename in the Main Window. You can also open them from the Start menu.
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Creating and Editing Files
Action library files, action files, and element files can be created in a flowing series or individually. Files can be created by loading and editing existing files, however this section describes how to create new files. Files that you created using previous versions of AIBO Master Studio except sound files can be loaded as AIBO ERS-210 files. (Sound files can be commonly used with AIBO ERS-210/220/310 series).
Creating a library first
This section describes how to create action library files, action files, and element files in that order. Create action library files according to your needs, such as compiling only actions that are necessary for behaviors, or grouping actions for a specific AIBO model.
1 Click the Start button in
Windows and choose Programs ­AIBO Master Studio - Action Composer.
Action Composer will start.
2 From the menu, select File-New
Library.
You can also choose Create New Library in the navigation dialog box. The Select Model dialog box appears.
3 Select your AIBO model.
Select your AIBO model name and click OK. The Create New Library dialog box appears.
4 Create new library file
Choose where to save the file, input the library name, and click Save. The library file will be created, and the name of the library file you saved will appear as the window title.
Library display area
Detailed information area
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Tip
• Choose a file name (such as a model name) that will help you to associate the action library with the behavior program for easy recognition later.
• You can also select File-Properties from the menu, and input Creator/Company/ Comment.
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5 Create new action file
Either click , or from the menu, select Action-New Action. The Create Actions dialog box to save action file appears.
6 Save new action file
Choose where to save the file, input action file name, and click Save. An action file will be created and the action name and action file name will appear in the detailed information area of the Main Window.
Tip
You can also insert comments by selecting Action-Add Comment from the menu.
7 Click to select an action file to
edit, and create a new element file
Create element file by choosing the Elements menu in the Main Window.
Motion file (.mtn) Click New Motion MIDI file (.mid) Click New MIDI
Chapter 5 Action Composer
Note
You cannot create WAVE files in Action Composer. If you want to use a WAVE file, prepare it in advance and add it to an action file by choosing Elements-ADD Sound from the menu. For WAVE file format, see “Principal files” (page 138). You can create WAVE files using software such as the Sound Recorder included in Windows.
8 Open action files
While selecting an action file, either click
, or from the menu, select Action-Edit Action. Action Window will appear.
LED file (.led) Click New LED
When you click a menu item, a dialog box appears for saving a file. Choose where to save the file, input a file name, and click Save. The file will be created and the file name will appear in the detailed information area of the Main Window.
Motion channel
Select time/ frame display
Key Frame Channel
Change display time of channel
LED Channel
Time/frame channel
Sound Channel
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See “Action Composer” in “Chapter 6 Reference” (page 114) for explanation of Action Window names and functions.
9 Edit elements
Edit motions in the Action Window. Edit sound files in the MIDI or WAVE Window, and LED files in the LED Window. The windows appear when you select Elements-Edit Sound or Elements­Edit LED from the menu. For information about editing elements, see “Editing Elements” (page 82).
Tip
If you are using sound/LED files with data as elements, you can open each window by double-clicking the sound channel or LED channel in Action Window.
10 Save each file
When you finish editing an element, save the element file by selecting File-Save from the menu. Save action files and library files in the same manner.
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Creating an action file first
If you already have element files that can be used, you can create action files. Motion files can be created at the same time as action files.
1 Click the Start button in
Windows and choose Programs­AIBO Master Studio-Action Composer Tool-Action Window.
The Select model dialog box appears.
2 Select your AIBO model.
Select your AIBO model name and click OK. The Action Window appears.
3 Add elements.
From the Elements menu, select Add Motion, Add Sound or Add LED to add an element.
Tip
You can also create motion files by selecting Elements New Motion from the menu.
4 Save action file.
From the menu, select File-Save As to save the action file.
To include action files that you have created in an action library file, select Action-Add Action from the Main Window menu.
Note
If you add a motion to an action file in the Action Window, then edit the motion and save the action file, the original motion file will also change, so be careful. Try to use a copy of an element when editing as much as possible.
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Creating an element file first
If you create and add element files as you have ideas, that will be very convenient, as you will have a wider variety to choose from when creating actions.
Motion file
1 Click the Start button in
Windows and choose Programs­AIBO Master Studio-Action Composer Tool-Action Window.
The Select model dialog box appears.
2 Select your AIBO model.
Select your AIBO model name and click OK. The Action Window appears.
3 Create a motion file.
From the menu, select Elements New Motion to create a motion file.
4 Create a motion.
5 Save the motion.
From the menu, select Element-Save Motion As to overwrite the file created in step 3.
Sound file
Note
You can make simple edits to a WAVE file in the WAVE Window, but you cannot create a new file. If you want to create a new file, use software such as the Sound Recorder included in Windows. For formats to save to, see “Principal files” (page 138).
1 Click the Start button in
Windows and choose Programs­AIBO Master Studio-Action Composer Tool-MIDI Window.
The MIDI Window appears.
2 Compose a sound.
3 Save the sound.
From the menu, select File-Save As to save.
LED file
1 Click the Start button in
Windows and choose Programs­AIBO Master Studio-Action Composer Tool-LED Window.
The Select model dialog box appears.
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2 Select your AIBO model.
Select your AIBO model name and click OK. A LED Window appears.
4 Save the LED pattern.
From the menu, select File-Save As to save it.
3 Create a LED pattern.
Using action libraries in Behavior Program
Save action library files that you created to a “Memory Stick” by using either a “Memory Stick” drive or by transferring them to AIBO over a wireless LAN. If you save action library files on a “Memory Stick,” they will automatically be copied to the computer hard disk so that you can use them in Behavior Arranger and Quick Behavior Arranger.
Note
System files for a different model cannot be saved.
When you use a “Memory Stick” drive
1 Insert a “Memory Stick” with
the appropriate system files into the drive.
2 While the action library you
created is displayed in the Main Window, select File-Save Library To Memory Stick from the menu.
When you use a wireless LAN
1 Insert a “Memory Stick” with
the appropriate system files into AIBO, and boot AIBO.
2 While the action library you
created is displayed in the Main Window, select File - Upload Library To AIBO from the menu.
Tip
Information about action library files that you created in Action Composer will be saved in the following files in a “Memory Stick.”
\OPEN-R\APP\PC\AMS\ACTION.CFG \OPEN-R\MW\CONF\ERS-xxx.MWC \OPEN-R\MW\DATA\AUDIO.ODA \OPEN-R\MW\DATA\LED.ODA \OPEN-R\MW\DATA\MOTION.ODA
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Editing Elements
This section describes how to edit elements.
Tip
Please refer to the element samples (Sample.alb) and work samples (Extras.alb) in the \Sample\model name folder.
Motion file
Edit motions using the Action Window. Edit individual poses in key frames in the Pose Window.
Editing motions
How to create a new motion
If you create a new motion file, only the start pose and end pose key frames will appear in the Key Frame Channel. If you arrange numbers of poses (key frames) between the start pose and the end pose, intermediary poses will be automatically filled in to create one motion.
Current Bar
Key Frame
1 Click the position in the motion
channel at which you want to create a pose.
The Current Bar will move, and the frame at the current position will be selected.
2 From the menu, choose Edit
Motion - Change To Key Frame.
A key frame is created.
3 Edit the pose.
If you double-click the key frame that you created, the Pose Window appears. For details on editing a pose, see “Editing Poses.” (page 85)
4 Repeat steps 1 to 3 as necessary
to create key frames.
5 Review the motion
If you click Replay button , the Preview Window will appear and the motion will be replayed. For names and functions in the Preview Window, see “Action Composer” (page
114) in “Chapter 6 Reference.”
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Editing in the motion channel
1 Select the frame you want to
edit.
To select a single key frame, click on the key frame. To select subframes other than key frames, move the current bar to select a single frame at the current position. To select sequential key frames together, click the first key frame and then shift-click the last key frame. Selected key frames turn light blue, and the frames turn black.
Tip
When you select a frame, changing the zoom rate in the time range box at the bottom-left corner of the window will help you select more easily.
2 From the Edit Motion menu,
choose the edit command you want.
Undo
Cancels the last operation in the key frame channel and returns to the previous state.
Redo
Resume an operation canceled by using Undo.
Cut
Cuts out the selected frame and copies it to the clipboard.
Copy
Copies the selected frame to the clipboard.
Overwrite
Overwrites the clipboard contents onto the current position.
Paste
Pastes the clipboard contents onto the current position.
Delete Frame
Deletes the selected frame. Start and end poses cannot be deleted.
Insert Frame
Inserts a subframe in the current position.
Change To Key Frame
Changes the selected subframe to a key frame. Use this function to edit a pose in a subframe or adjust the position of a subframe.
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Using existing motion files
You can insert an existing motion file into a motion youre working on or copy key frames from an existing motion file.
x To insert a motion
1 Select the frame where you
want to insert the motion.
2 From the menu, choose
Elements-Insert Motion and choose the motion file.
The selected motion is inserted before the frame.
Note
You cannot insert a motion in a starting frame.
x To use a key frame
1 Click the Start button in
Windows and choose Programs­AIBO Master Studio-Action Composer Tool-Motion Viewer.
The Motion Viewer window appears.
3 In the Motion Viewer window,
select the frame(s) you want to copy.
Select a key frame as in step 1 of “Editing in the motion channel. To select all the frames, choose Edit-Select All from the menu.
4 From the menu, choose Edit-
Copy.
The selected frame(s) is copied to the clipboard.
5 Return to the Action Window
and select the frame where you want to insert the frame(s).
6 From the Edit Motion menu,
choose Overwrite or Paste.
The copied frame(s) is pasted to the Key frame channel.
2 Open a motion file.
From the menu, select File-Open to select a file name. The files key frame will appear.
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Adjusting the positions of key frames
Adjust the position of a key frame to change a movements timing. All key frames except for the key frame of the start pose can be adjusted.
1 Right-click on a key frame.
The context menu appears.
2 Choose Set Interpolation Frame.
The dialog box appears.
3 Enter the number of subframes
from the preceding key frame and click OK.
The key frame moves to the new position.
Editing Poses
Changing start and end poses
In the Key frame channel, choose the poses you want from the start and end combo box. Start and end poses cannot be modified.
Note
Start and end poses are assigned set poses such as stand, sit or sleep. If you use more than one motion in Behavior Arranger and the second motion starts with a pose that is different from the end pose of the first motion, the set poses make it possible for AIBO’s built-in program to make a smooth transition from one motion to the next.
Tip
1 frame is equivalent to 0.016 second.
To make slight adjustments to the key frame position
Click the motion channel to select a subframe and press the Delete or Insert key on the keyboard. By adding or inserting subframes, you can adjust the position of the key frame.
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Setting up a pose
In the Action Window, double-click a key frame in the key frame channel. The Pose Window will appear for you to define a pose. A pose is defined by specifying the angles of AIBOs joints for any given moment.
1 Double-click a key frame displayed in the key frame channel.
The Pose Window opens.
2 Select a body part either from the part list or the AIBO graphic, and set
the angle.
View change box
1 Select a part from
the part list
1 Select a part from
the AIBO graphic
Note
Press the T t keys on the keyboard to change the angle one degree at a time.
x To adjust the viewpoint
Choose a viewpoint from the pull-down menu of the switch view box. Alternatively, select either of the zoom, rotate or pan buttons and drag on the 3D view to adjust the view. Clicking the home position button resets the view to the viewpoint set up in the switch view box (initial setting).
2 Change angles either by inputting them
into the Crnt. (current) setting box or by using the slide bar.
Slide button
Home button Turn button Zoom button
3 When you’ve adjusted AIBO to the pose you want, click OK.
The Pose Window closes, and the pose in the key frame in the Action Window changes to the new pose.
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Precautions on motions
Take the following precautions when making a motion. For tips on creating motions, see the “Tutorial Guide” advanced course section.
• If the joints move too abruptly from one key frame to another, the graph in the motion channel turns red. Scroll through the motion channel to check for red lines and adjust the motion to make red indications disappear. If a motion with red lines is played back on AIBO, AIBO will not be able to keep up with the designated speed and that may cause AIBO to malfunction. In such a case, though such a file can be saved as a motion file, it cannot be transferred to a “Memory Stick.”
Area where the motion is too fast.
• Shorter motions result in better program response.
If a motion lasting longer than 30 seconds is played back on a model ERS-210/220, the motors may be overloaded and AIBO may automatically stop moving.
Do not make motions lasting longer than 30 seconds.
• If AIBO plays back a motion that changes abruptly from the start pose, AIBO may incorrectly interpret that it has fallen down.
• Motions where AIBO’s body parts bump into each other, AIBO hits the floor with force, or AIBO falls down heavily may result in AIBO breaking down. If a similar problem occurs when a motion is played back on AIBO, stop AIBO’s operation and modify the motion.
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Editing sound
AIBO uses MIDI and WAVE files for sound effects and melodies. The MIDI and WAVE files are edited in separate windows.
Note
• There are sample media link sounds used in AIBO Pal (ERF-310AW07E) for AIBO ERS-310 series and command sounds (tonal scales) for AIBO ERS-110/111 that you can use as elements. (Behavior Arranger can create programs to respond to these sounds.) Media link sounds: installed folder \Sample\AiboSound\ Tonal scales: installed folder \Sample\AiboTone\ For the each sound’s meaning, see “Media link sounds that can be used for sound recognition” (page 60) and “Tonal scales that can be used for sound recognition” (page 62).
• You can play back sound in either edit window, but if you use the Preview Window, you can play back sound in combination with other elements and check the synchronization. If you use a wireless LAN (AIBO ERS-210/
220), we recommend that you test sounds on AIBO. For details, see “Executing tests on AIBO” (page 97).
MIDI file
Sounds in MIDI format are created and edited in the MIDI window. In Action Composer, you can make MIDI sounds compatible with AIBO without worrying about format restrictions.
The piano-roll interface with a vertical keyboard and a horizontal time frame lets you make and edit sounds intuitively.
x Overview of the MIDI Window
Playback button
Plays back the sound.
Tempo box
Time box
Score channel
Scales that can
Notes list
Select the note you want to use (switches to input mode).
Switches to select mode.
be played back are highlighted.
Velocity
Indicates the impact of a sound.
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Setting basic items
Set the items below before you start composing sound.
Tempo box Choose the number of beats
per minute, in quarter notes. You can choose from 120, 160, and 240 beats/min.*
Time box Choose a rhythm.
You can choose from 3/4 and 4/4.
* If MIDI files edited using commercially available
tools have tempos other than those above, open such files in the MIDI Window to add the tempo to the list.
Composing sound
Specify the note and place sound data on the score channel. The velocity (impact) of a sound is indicated by the vertical line in the velocity channel. Change the length of the line to adjust the impact of a sound. The length of a sound data on the score channel indicates the length of a note.
Note
AIBO reproduces only one note at a time (monophonic). You should position sound data so that no more than one note is reproduced at a time. If the notes overlap, the data is converted to monophonic sound when saved to the files.
x Making sound data
1 Select the note you want and
place the sound on the score channel.
If you choose a note, it will change to input mode and the mouse pointer changes to in the score channel. The length of the sound data corresponds to the note chosen. The velocity is set to maximum and the sound is reproduced. In the input mode, sound data is inserted each time you click the score channel.
2 Adjust the sound data as
required.
When you place the mouse pointer on an existing sound data, the pointer changes shape depending on the spot and indicates the available editing function. Drag the mouse to make changes.
Change the timing
(horizontally)
Change the scale
(vertically)
Mouse pointer
Change the
length of the note
3 Change the velocity as required.
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x Changing sound data
1 Click .
It switches to select mode.
2 Select the sound data you want
from the score channel and make changes.
Click the sound data you want to change. You can drag on the score channel to select several notes at once. To select all sound data on the score channel, choose Edit-Select All from the menu. Selected sound data is indicated by being surrounded by a black line.
To make changes to a sound data
The mouse pointer changes shape depending on the spot and indicates the available editing function.
Change the timing
(horizontally)
Mouse pointer
To delete sound data
Press the Delete key on the keyboard.
Change the scale
(vertically)
3 Change the velocity as required.
x Changing the velocity
You can change the velocity (impact) of a sound by changing the length of the vertical line in the velocity channel. Velocity for several sounds can be changed together. You can gradually increase or reduce the volume easily by changing the velocity.
Drag over the velocity line
For a weaker impact For a stronger impact
New setting New setting
Velocity is set to the point where the line made by the mouse crosses with the vertical line.
x Editing the overall sound data
1 Select the sound data you want
to edit.
Click and choose the sound data that you want to change. You can drag on the score channel to select several notes at once. To select all sound data on the score channel, choose Edit-Select All from the menu. Selected sound data is indicated by being surrounded by a black line.
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2 From the Edit menu, choose the
edit command you want.
Undo
Cancels the last operation and returns to the previous state.
Redo
Resume an operation canceled by using Undo.
Cut
Cuts out the selected sound data and copies it to the clipboard.
Copy
Copies the selected sound data to the clipboard.
Paste
Pastes the clipboard contents starting from the current position onto the selected scale.
Insert
Inserts the clipboard contents in the current position for all scales.
Delete
Deletes the selected sound data.
Using existing sound files
You can use MIDI files created with commercially available sound editors and that are in the format described below.
Use Format0 (single-track/multi-channel) Standard MIDI files. If you open a Format0 file in the MIDI Window and then save it, the data will be converted to a format compatible with AIBO. Functions and limitations are as follows:
Velocity is effective but volume and expression are not supported.
The tone cannot be changed since program change/bank select are not supported.
AIBO emits a single sound at a time (monophonic). If notes overlap, the data is converted to monophonic sound when saved in a file.
AIBO reproduces notes from C4 to B6 (note numbers 60 to 95). When you specify a note beyond this range, C4 is output. The sound quality of notes C4 to B4 (note numbers 60 to
71) is not as good because of the limitations of AIBOs speakers. We recommend that you use notes higher than C5.
Resolution: 32 ms. (All notes are quantized at 32 ms intervals.) Do not repeat note boundaries during this time (32ms).
Channel/track: only 0 is valid for each.
Do not specify a large amount of data other
than note boundaries.
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WAVE file
You can use WAVE files that were made with commercially available sound editors. Use the WAVE Window to edit WAVE files.
Playback button
Plays back the sound
Wave channel
The waveform of the sound is displayed.
Compatible WAVE files
A WAVE file has a larger data size compared to MIDI files. Avoid using a long WAVE file, or including several WAVE files in a single action library as much as possible. Doing so will affect the amount of space available in the “Memory Stick for saving other actions.
x Sound format
Use WAVE files with audio formats of 8 kHz, 8­bit, monaural, PCM and that are no larger than 2 MB (250 seconds). Before opening a WAVE file in the WAVE Window, check the format using, for example, the Sound Recorder in Windows.
Editing a WAVE file
1 Select the segment you want to
edit.
On the WAVE channel, click to select the beginning of the segment then shift-click at the end of the segment. The color of the selected segment turns white.
Tips
If you click the playback button at this point, you can play back the selected segment.
2 From the Edit menu, choose the
edit command you want.
Undo
Cancels the last operation and returns to the previous state.
Redo
Resume an operation canceled by using Undo.
Cut
Cuts out the selected sound and copies it to the clipboard.
Copy
Copies the selected sound to the clipboard.
Paste
Pastes the clipboard contents onto the current position.
Insert
Inserts the clipboard contents in the current position.
Delete
Deletes the selected sound.
Fade in
Fades in the selected sound.
Fade out
Fades out the selected sound.
Normalize
Normalizes the selected sound (i.e. changes the gain to adjust the maximum amplitude to 100 percent).
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LED file
Flashing LED patterns are created and edited in the LED Window. You can specify the duration and brightness of each LED flash.
All you need to do is select a brightness level for the LED and arrange the LED data in the LED window. The vertical axis represents the LED and the horizontal axis represents time, so you can specify patterns intuitively.
Playback button
Plays back the LED data.
Score channel
Brightness buttons
Choose from four brightness levels for each LED.
Tips
• Lights that have several LEDs (the ERS-210 tail light and ERS-310 series horn light) can emit mixed colors.
• You can play back LED data in the LED Window, but if you use the Preview Window, you can play back LED data in combination with other elements and check the synchronization. If you use a wireless LAN, we recommend that you test LED data on AIBO. For details, see “Executing tests on AIBO” (page 97).
Note
The ERS-220 retractable headlight opens and closes its cover in response to LED lighting. Do not turn the headlight on and off within 500ms due to restrictions regarding opening and closing the structure. Please be careful because Action Composer doesn’t have a function to check this.
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Creating LED data
Select a brightness level and arrange the LED data in the LED window. The length of the arranged LED data corresponds to the duration of the light.
Specifying LED data
1 Select the brightness level and
place LED data on the score channel.
If you click a LED on the LED plan, it will go into input mode so you can see the corresponding score channel. The mouse pointer changes to in the score channel. When an LED data is placed on the score channel, the corresponding LED in the diagram lights up.
Tip
Data will be created with the same duration that was set the last time.
Note
The ERS-220 retractable headlight has one brightness level.
Changing LED data
1 From the menu, Select Setup -
Select Mode.
2 Select the LED data you want
from the score channel and make changes.
Click the LED data you want to change. You can drag on the score channel to select several LED data at once. To select all LED data on the score channel, choose Edit-Select All from the menu. Selected sound data is indicated by being surrounded by a black line.
To make changes to LED data
The mouse pointer changes shape depending on the spot and indicates the available editing function.
Change the timing
(Horizontally)
Change the LED
(vertically)
2 Adjust the LED data as required.
When you place the mouse pointer on an existing LED data, the pointer changes shape depending on the spot and indicates the available editing function. Drag the mouse to make changes.
Change the timing
(horizontally)
Change the LED
(vertically)
Mouse pointer
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Mouse pointer
To delete LED data
Press the Delete key on the keyboard.
To change the brightness level
Click the brightness button you want.
Change the
duration
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Editing overall LED data
1 Select the LED data you want to
edit.
Select Setup - Select Mode from the menu, and choose the LED data that you want to change. You can drag on the score channel to select several LED data together. To select all LED data on the score channel, choose Edit-Select All from the menu Selected LED data is indicated by a black line around it.
2 From the Edit menu, choose the
edit command you want.
Undo
Cancels the last operation and returns to the previous state.
Redo
Resume an operation canceled by using Undo.
Cut
Cuts out the selected LED data and copies it to the clipboard.
Copy
Copies the selected LED data to the clipboard.
Paste
Pastes the clipboard contents starting from the current position onto the selected LED.
Insert
Inserts the clipboard contents in the current position for all LEDs.
Delete
Deletes the selected LED data.
Chapter 5 Action Composer
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Synchronizing elements
In Action Composer, you can synchronize the three elements by adjusting the starting point of a sound or by using markers.
Adjusting the starting point of a sound file
You can adjust the point where a sound file (WAVE/MIDI) begins playback. To make adjustments within an element use the markers.
1 In the Action Window, choose
Elements-Set Sound Start Point from the menu.
The Sound Start Point dialog box appears.
2 Specify the starting time in
frames and click OK.
The file shifts to the new starting point.
Note
One frame equals 0.016 seconds.
Using markers
You can use markers in elements that are part of actions. In the Action, MIDI, WAVE and LED Windows, light-blue markers appear in the key frame channel to indicate the positions of key frames. Refer to these markers when synchronizing sound and LED data with motion. You can also add separate markers in the MIDI, WAVE and LED Windows and refer to these markers to adjust the motion to sound or LED data.
Adding markers
In each Window, click the marker channel while pressing the Alt key.
A marker appears, its color depending on the Window type. A marker placed in one Window will also appear in the other Windows.
Action
Window
(Blue)
To erase a marker
In the Window where the marker was made, click the marker while pressing the Alt key. The marker will be erased from all four Windows.
MIDI/WAVE
Window
(Purple)
LED
Window
(Green)
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Note
Markers can be used when the element is part of an action. If you open an element file directly and edit it independently from an action, the maker function cannot be used. Open markers from the Action window instead of directly opening the Sound/LED window from the Main window.
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Checking elements and actions
Chapter 5 Action Composer
You can check elements and actions that you created with Action Composer by playing them back on a PC or by transferring them to AIBO over a wireless LAN environment (ERS-210/
220).
Previewing on the PC
You can check actions that you created by playing them back on the PC.
Click (Play back button) in the Action Window.
Elements selected in the Preview Window will be played back in synchronization. You can preview all elements in the Action Window at the same time in this window. Click the
button to see it again.
Note
Only actions and elements included in action libraries can be tested.
1 Select an action or an element
In Action Composers Main Window, click an action or element file.
2 Transfer an action or element
file
From the menu, choose Test, and the file that you want to run.
Action file [Test Action] Motion file [Test Motion] Sound file [Test Sound] LED file [Test LED]
A connection will be established with AIBO, and the Test Play dialog appears.
Playback button
When you finish, click to close the Preview Window.
Executing tests on AIBO
You can check overall actions, or individual elements by transferring them to AIBO over a wireless LAN environment to play them back. Motions in particular arent accurately simulated on a PC, so we recommend you replay them on AIBO to check them out as you create them.
3 Test run
Click Play to start the test. Click Close when the test is completed.
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Printing windows
You can print action library files that you have created to check the component information of each action. You can also print the Action/WAVE/MIDI/LED windows. Set up the page before you print.
Page Setup
1 From the menu, choose File-
Page Setup.
The Print Setup dialog box appears.
2 Set Printer, Paper, and
Orientation.
3 Click OK.
Print
1 From the menu, choose File-
Print.
The Page Setup dialog box appears.
Note
The Print dialog box appears in the Action/ WAVE/MIDI/LED windows. Specify a printer, printing range, and number of copies, and click OK.
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2 Set margins, font, and point
size.
3 Click OK.
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Importing/exporting files
Action Composer can import/export library files, and export action files.
Import/export of action library files
Chapter 5 Action Composer
You can import and export an action library file in plb (Packed action LiBrary) format. This enables you to easily exchange action libraries with other AIBO Master Studio users and move libraries between PCs.
Importing
1 From the menu in the Action
Composer Main Window, choose File-Import Library.
2 Choose a file name (.plb) to
import.
3 Choose a folder in which to
extract the file.
Extracted content will be saved, and the action will be added to an open library file (.alb) automatically at the same time.
Exporting
1 From the menu in the Action
Composer Main Window, choose File-Export Library.
2 Specify export destination and a
file name (.plb) to save.
The action library will be exported, and a plb format file will be created.
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Using other AIBO-ware action files
If you export action files to axf (Action Export File) format files, actions can be imported and used depending on the AIBO-ware application. For instructions on importing actions, see each AIBO-ware applications users guide.
Exporting action files
1 In the Action Composer Main
Window, choose an action to export, and from the menu, choose Action-Export Action.
The Action Data dialog box appears.
2 Input Creator, Company, and
Comment, and click OK.
3 Select the location to export to
and the file name (.axf), and save it.
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