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.
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.
2
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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.”
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.
• 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/
3
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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.
4
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Table of contents
Chapter 1 Introduction
AIBO’s “behavior” and “action” ............................................................................ 12
What is AIBO Master Studio? ................................................................................ 13
Gives you an overview of the AIBO Master Studio software.
Page 12
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 AIBO’s 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 AIBO’s 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
16
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. it’s 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
Page 17
Chapter2
Preparations
What you need to do to use AIBO Master Studio.
Page 18
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.
18
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Chapter 2 Preparations
System requirements
You need to have an IBM PC/AT compatible machine with the following specifications:
OSMicrosoft 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
CPUIntel MMX Pentium 300 MHz and or greater
RAM64 MB or greater
Drive:Hard disk drive: 120MB or greater
CD-ROM drive (required for software installation)
Video card and display800 × 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.
19
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Chapter 2 Preparations
Set up
Installing the software
Install AIBO Master Studio from the
accompanying CD-ROM.
1Turn 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.
2Insert 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.”
1Click the Start button in
Windows and choose Programs AIBO Master Studio - AIBO
Master Studio Setup.
The AIBO Master Studio Setup dialog box
appears.
2Set the “Memory Stick” drive
Uninstalling the software
If you don’t 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.
20
Enter the drive path
Make certain that you specify a path
immediately below the root (\).
If you don’t know the drive path, click the
icon to choose the drive.
Page 21
Chapter 2 Preparations
3Click 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
1Click the Start button in
Windows and choose Programs AIBO Master Studio - AIBO
Master Studio Setup.
The AIBO Master Studio Setup dialog box
appears.
2Insert a “Memory Stick” into the
drive.
3Select your AIBO model.
Select your AIBO model name.
An (E) model name means it does English
voice-recognition.
4Click Copy System Files.
The system files for the selected model
will be overwritten on the “Memory
Stick” in the specified drive.
5Click 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. You’ll be able to make actions and
behaviors more efficiently because you’ll be
able to test them in the process.
– Upload behavior programs
– Command AIBO to execute behaviors
(You can trace a group box that is currently
being executed.)
– Upload the action library
– Command AIBO to test-run actions and
elements (motions, sounds, LED’s)
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.
22
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.
1Click the Start button in
Windows and choose Programs AIBO Master Studio - AIBO
Master Studio Setup.
The AIBO Master Studio Setup dialog box
appears.
2Insert the “Memory Stick” with
the appropriate system files into
the drive.
23
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Chapter 2 Preparations
3Set 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.
4Click [Export].
This saves the wireless LAN settings and
makes wireless LAN functions available
to AIBO Master Studio.
5Click [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.
24
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Chapter3
Quick Behavior
Arranger
How to use Quick Behavior Arranger.
Page 26
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 up3 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).
26
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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.
1Click the Start button in
Windows and choose Programs AIBO Master Studio - Quick
Behavior Arranger.
A window to select the model appears.
2Select your AIBO model name
and click Next.
Select your AIBO model and click Next.
A window to select the program type
appears.
3Select 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 don’t input anything in
an action selection field, the action box won’t have
any commands.
27
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Chapter 3 Quick Behavior Arranger
28
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Chapter4
Behavior
Arranger
Procedures for using Behavior Arranger.
Page 30
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
BehaviorBehavior
Action
Action
Action
Action
Subroutine
Action
Action
Action
Action
+
Original actions
Behavior
Action
Condition
ActionAction
30
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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.
31
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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:
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:
TypeVariableOp Value Jump to
IFDISTANCE<200LeftTurn
ELSEMoveForward
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
1Click 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).
2From the menu, choose File-
New.
The Select model dialog box appears.
3Select 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.
1Select 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.
2Position a box
Click the position you would like the box
to move to in the edit window.
The box’s properties dialog box appears.
3Input 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.
4Close properties dialog box
Click OK in the properties dialog box.
Box will be positioned in the edit window.
5Allocate 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.
1Put the mouse in link mode
Click on the Toolbar.
2Drag 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.
3Connect 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
box’s 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
1Insert a “Memory Stick” with
the appropriate system files into
the drive.
2While 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
1Insert a “Memory Stick” with
the appropriate system files into
AIBO, and boot AIBO.
2While 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.
3Insert 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
3Click 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.
4If 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
1From the menu, select Group-
Create New Group.
A Group dialog box appears.
2Define the group.
1 Name
Input the group name.
2 Comment
Type in your
comments about
the group
(optional).
3Close the dialog box.
Click OK in the Group dialog box.
An edit window opens for the new group.
5From 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.
6Place 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).
4Create 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
1Position 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.
2Create a behavior program (in
the same manner as for a main
group).
3From 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
HomeMoves to the Main group.
EndMoves to the group indicated
at the bottom of the history
bar.
Page UpMoves to the group directly
above in the history bar.
Page DownMoves to the group directly
below in the history bar.
Mouse operation
Left double-clickOpens 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.
1In the group box, place the
mouse pointer over the
terminals to check the names of
the terminals you want to
rearrange.
Terminal 1Terminal 2Terminal 3
Crossed
4Choose 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].
5When 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 1Terminal 3 Terminal 2
2Double-click the group box.
The program defined by the group box is
displayed.
3Choose Group - Set Order of
Terminals.
The Terminal list is displayed.
Crossing is eliminated
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Chapter 4 Behavior Arranger
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.
1In 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.
2In 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
1From 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.
2Set Paper, Orientation, and
Margins.
3Click OK.
Print
1From the menu, select File -
Print.
The Print dialog box appears.
2Set 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.
3Click OK.
A flowchart of the behavior program that
is displayed in the edit window will be
printed.
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Chapter 4 Behavior Arranger
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: °
DistanceDistance from AIBO Unit: mm
52
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: °
DistanceDistance from AIBO Unit: mm
KICK
Kicks the specified position.
Horizontal angle –30 to 30 Unit: °
DistanceDistance 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: °
Distance0 to 10,000 Unit: mm
MOVE.MOVE.SLOW
Walks slowly to the specified position.
Horizontal angle –180 to 180 Unit: °
Distance0 to 10,000 Unit: mm
MOVE.MOVE.SMALL
Walks taking small steps to the specified position.
Horizontal angle –180 to 180 Unit: °
Distance0 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.
ObjectPink ball (included in AIBO unit)
SEARCH.HEAD.LOWCENT
Looks down and searches for an object.
ObjectPink Ball (included in AIBO unit)
SEARCH.HEAD.NORMAL
Looks in the current direction to search for an object.
ObjectPink Ball (included in AIBO unit)
SEARCH.HEAD.NORMALCENT
Looks in front and searches for an object.
ObjectPink 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.
ObjectPink Ball (included in AIBO unit)
SEARCH.HEAD.SLOWCENT
Looks in front and searches slowly for an object.
ObjectPink Ball (included in AIBO unit)
OK
OK
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Chapter 4 Behavior Arranger
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: °
DistanceDistance from AIBO Unit: mm
TRACK_HEAD
Tracks the object in sight. (AIBO won’t look for it if it
loses it.)
ObjectPink 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: °
Distance0 to 10,000 Unit: mm
OK
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Chapter 4 Behavior Arranger
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.
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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Chapter 4 Behavior Arranger
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
YearEffective 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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Chapter 4 Behavior Arranger
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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Chapter 4 Behavior Arranger
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.
IDWhen to use (example)
1AIBOTalk to AIBO
2What’s your name?
Ask its name (Use an
action with a WAV file in
which the name is
recorded).
3Say helloAsk to say hello
4Shake pawAsk to shake a paw
5MorningMorning greeting
6HelloDaytime greeting
7Good nightNight greeting
8See youPart with AIBO
9How are you? Ask how AIBO is doing
10Hey AIBOTalk to AIBO
11ThanksExpress gratitude
12SorryApologize
13Cheer upCheer up
14BanzaiPlay together
15That’s rightTell AIBO something is
right
16That’s wrong Tell AIBO something is
wrong
17Good AIBOPraise
18Stop itScold
19Let’s play!Ask AIBO to play.
20Sing a songMake AIBO sing a song.
21DanceAsk AIBO to dance
22Show timeAsk AIBO to perform
23Pose for meAsk for a special pause
24Clown around Ask AIBO to do
something silly
25Show offAsk AIBO to do
something it is good at
26Say messageMake AIBO say
something
27Let’s be secret Tell a secret story
28Open sesame Break a spell with a magic
word
29Happy dayTell a funny thing
30Stand upMake AIBO stand up
31Lie downMake AIBO lie down
32Sit downMake AIBO sit down
33Turn rightMake AIBO turn or move
right
34Turn leftMake AIBO turn or move
left
35Go forwardMake AIBO go forward
36Go backward Make AIBO back off
37Go aheadMake AIBO start doing
something
38StopMake AIBO stop doing
something
39FasterMake AIBO do something
faster
40Slow downMake AIBO do something
slower
41Pink ballMake AIBO respond to
the pink ball
42Right 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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Chapter 4 Behavior Arranger
44Left leg kickMake AIBO kick the pink
ball with its left hind leg
45Left leg touch Make AIBO touch the
pink ball with its left
foreleg
46Ready set goMake AIBO start
competing
47You wonTell AIBO that it won
48You lostTell AIBO that it lost
49Action oneFree use
50Action twoFree use
51Action threeFree use
52Action fourFree use
53Action fiveFree 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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Chapter 4 Behavior Arranger
IDFile nameReaction of AIBO ERS-
310 series with AIBO Pal
(ERF-310AW07E)
installed
1 AS_Start_ACIf 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_MLEnds media link mode,
6 AS06_HelloRaises a front paw in
7 AS07_ByeWaves a front paw to say
8 AS08_SleepLies 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_SurprisePose of surprise.
19 AS19_SadPose of sadness.
20 AS20_ReliefPose of relieved look.
21 AS21_AppealRequests and desires.
22 AS22_ActionPerforms various
30 AS30_CheerRaises both front paws.
31 AS31_LookPose of caution.
32 AS32_AbashPose of shyness.
33 AS33_CharmActs charmingly.
34 AS34_Type_Check
Tells you its characteristic
type. (Same as letting
AIBO recognize the word
“Do you feel okay?”)
35 AS35_CallNotices incoming call.
10 AS10_Nod_Long Gives a long nod.
11 AS11_ExpectShows great expectation.
12 AS12_YesResponds positively.
13 AS13_NoResponds negatively.
14 AS14_Question Responds questioningly.
15 AS15_JoyPose of joy.
16 AS16_HappyPose of great joy.
17 AS17_DisgustPose of reluctance.
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Chapter 4 Behavior Arranger
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 TonalSoundID TonalSoundButton in the soundSettings of AIBO
ScalefileScalefilecontroller that comesERS-110/111
with AIBO ERS-110/111*
Command Short scale Meaning of tonal scale
numbermethod
method
1 C5 D5 E5AT01.mid35 C6 D6 E6AT35.mid 00tSEND CDESet AIBO to the
2 C5 E5 D5AT02.mid36 C6 E6 D6AT36.mid 01tSEND CEDSet AIBO to the game
3 E5 C5 D5AT03.mid37 E6 C6 D6AT37.mid 02tSEND ECDSet AIBO to the
4 E5 D5 C5AT04.mid38 E6 D6 C6AT38.mid 03tSEND EDCSet AIBO to the
5 G5 C5 D5AT05.mid 39 G6 C6 D6AT39.mid 81tSEND GCDSet AIBO to the
6 G5 D5 C5AT06.mid 40 G6 D6 C6AT40.mid 83tSEND GDCSet AIBO to the
7 C5 G5 D5AT07.mid 41 C6 G6 D5AT41.mid 84tSEND CGDLower the volume one
26 D5 F5 C5AT26.mid60 D6 F6 C6AT60.mid 51tSEND DFCKick with the left foot
27 D5 C5 F5AT27.mid61 D6 C6 F6AT61.mid 53tSEND DCFKick with the right foot
28 F5 D5 C5AT28.mid62 F6 D6 C6AT62.mid 54tSEND FDCTurn to the left
29 F5 C5 D5AT29.mid63 F6 C6 D6AT63.mid 56tSEND FCDTurn to the right
30 Eb5 F5 C5AT30.mid64 Eb6 F6 C6AT64.mid 50tSEND
31 C5 Eb5 F5AT31.mid65 C6 Eb6 F6AT65.mid 5#tSEND
32 C5 F5 Eb5AT32.mid66 C6 F6 Eb6AT66.mid 5*tSEND
33 F5 C5 Eb5AT33.mid67 F6 C6 Eb6AT67.mid 57tSEND
34 F5 Eb5 C5AT34.mid68 F6 Eb6 CAT68.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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Chapter 4 Behavior Arranger
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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Chapter 4 Behavior Arranger
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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Chapter 4 Behavior Arranger
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: °
66
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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Chapter 4 Behavior Arranger
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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Chapter 4 Behavior Arranger
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.”
68
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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Chapter 4 Behavior Arranger
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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Chapter5
Action Composer
Procedures for using Action Composer.
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Chapter 5 Action Composer
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 AIBO’s 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
LED’s 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 PC’s 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.
1Click the Start button in
Windows and choose Programs AIBO Master Studio - Action
Composer.
Action Composer will start.
2From the menu, select File-New
Library.
You can also choose Create New Library
in the navigation dialog box.
The Select Model dialog box appears.
3Select your AIBO model.
Select your AIBO model name and click
OK.
The Create New Library dialog box
appears.
4Create 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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5Create new action file
Either click , or from the menu, select
Action-New Action.
The Create Actions dialog box to save
action file appears.
6Save 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.
7Click 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.
8Open 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.
9Edit 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.
1Click the Start button in
Windows and choose ProgramsAIBO Master Studio-Action
Composer Tool-Action Window.
The Select model dialog box appears.
2Select your AIBO model.
Select your AIBO model name and click
OK.
The Action Window appears.
3Add 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.
4Save 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
1Click the Start button in
Windows and choose ProgramsAIBO Master Studio-Action
Composer Tool-Action Window.
The Select model dialog box appears.
2Select your AIBO model.
Select your AIBO model name and click
OK.
The Action Window appears.
3Create a motion file.
From the menu, select Elements New
Motion to create a motion file.
4Create a motion.
5Save 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).
1Click the Start button in
Windows and choose ProgramsAIBO Master Studio-Action
Composer Tool-MIDI Window.
The MIDI Window appears.
2Compose a sound.
3Save the sound.
From the menu, select File-Save As to
save.
LED file
1Click 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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2Select your AIBO model.
Select your AIBO model name and click
OK.
A LED Window appears.
4Save the LED pattern.
From the menu, select File-Save As to save
it.
3Create 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
1Insert a “Memory Stick” with
the appropriate system files into
the drive.
2While 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
1Insert a “Memory Stick” with
the appropriate system files into
AIBO, and boot AIBO.
2While 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.”
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
1Click 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.
2From the menu, choose Edit
Motion - Change To Key Frame.
A key frame is created.
3Edit 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)
4Repeat steps 1 to 3 as necessary
to create key frames.
5Review 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
1Select 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.
2From 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 you’re working on or copy key frames
from an existing motion file.
x To insert a motion
1Select the frame where you
want to insert the motion.
2From 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
1Click the Start button in
Windows and choose ProgramsAIBO Master Studio-Action
Composer Tool-Motion Viewer.
The Motion Viewer window appears.
3In 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.
4From the menu, choose Edit-
Copy.
The selected frame(s) is copied to the
clipboard.
5Return to the Action Window
and select the frame where you
want to insert the frame(s).
6From the Edit Motion menu,
choose Overwrite or Paste.
The copied frame(s) is pasted to the Key
frame channel.
2Open a motion file.
From the menu, select File-Open to select
a file name. The file’s key frame will
appear.
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Adjusting the positions of key frames
Adjust the position of a key frame to change a
movement’s timing. All key frames except for
the key frame of the start pose can be adjusted.
1Right-click on a key frame.
The context menu appears.
2Choose Set Interpolation Frame.
The dialog box appears.
3Enter 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 AIBO’s joints for any given moment.
1Double-click a key frame displayed in the key frame channel.
The Pose Window opens.
2Select 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
3When 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 boxChoose the number of beats
per minute, in quarter notes.
You can choose from 120, 160,
and 240 beats/min.*
Time boxChoose 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
1Select 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.
2Adjust 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
3Change the velocity as required.
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x Changing sound data
1Click .
It switches to select mode.
2Select 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)
3Change 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 impactFor a stronger impact
New settingNew 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
1Select 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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2From 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
AIBO’s 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
1Select 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.
2From 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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Chapter 5 Action Composer
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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Chapter 5 Action Composer
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
1Select 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
1From the menu, Select Setup -
Select Mode.
2Select 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)
2Adjust 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
1Select 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.
2From 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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Chapter 5 Action Composer
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.
1In the Action Window, choose
Elements-Set Sound Start Point
from the menu.
The Sound Start Point dialog box appears.
2Specify 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.
Page 97
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.
1Select an action or an element
In Action Composer’s Main Window, click
an action or element file.
2Transfer an action or element
file
From the menu, choose Test, and the file
that you want to run.
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 aren’t accurately
simulated on a PC, so we recommend you
replay them on AIBO to check them out as you
create them.
3Test run
Click Play to start the test. Click Close
when the test is completed.
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Chapter 5 Action Composer
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
1From the menu, choose File-
Page Setup.
The Print Setup dialog box appears.
2Set Printer, Paper, and
Orientation.
3Click OK.
Print
1From 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.
98
2Set margins, font, and point
size.
3Click 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
1From the menu in the Action
Composer Main Window,
choose File-Import Library.
2Choose a file name (.plb) to
import.
3Choose 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
1From the menu in the Action
Composer Main Window,
choose File-Export Library.
2Specify 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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Chapter 5 Action Composer
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 application’s user’s guide.
Exporting action files
1In the Action Composer Main
Window, choose an action to
export, and from the menu,
choose Action-Export Action.
The Action Data dialog box appears.
2Input Creator, Company, and
Comment, and click OK.
3Select the location to export to
and the file name (.axf), and
save it.
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