Vortex Studio Player Capabilities


The Player is a desktop-based application that allows you to distribute and simulate (play) Vortex Studio content. It can be launched as a standalone application but is much more powerful in a distributed network configuration (functionality only available under some licenses). 

The Player provides a graphic user interface for loading Vortex Studio assets, simulating, and performing record and playback as well as key frame captures. It includes all the tools required to profile and troubleshoot the performance of the simulation, and a Control Presets tab to map hardware to simulation control interfaces. 

                         

Main Capabilities

  • Load scenes via a GUI or command line, and launch them.
  • Load content in parallel for improved performance.
  • Filter scenes, mechanisms, etc. or drag and drop files to the loading page.
  • Pause current simulation during playback to return in simulation mode later (Resume).
  • Record all kinematic information generated by Vortex Studio (dynamics, extensions, etc.) to file.
  • Play back recorded simulation from file with VCR-type controls such as playback speed, direction, current frame position.
  • Create keyframe for taking snapshot of the simulation at any given time that can be persisted on disk and restored on the same content at any time.
  • Profile performances by monitoring each modules and extensions running in real time.
  • Defined via a configuration stored in an application configuration file (.vxc), which can be created and modified via Setup files in the Vortex Studio Editor.
  • Can be used as a standalone application or in a distributed network configuration.
  • Can be used as a simulator’s operator or instructor console.
  • Select the active Roles and Seats, including support for displays and viewpoints.
  • Create a CM Labs dump file for support purposes
  • Supports Unicode characters (Chinese, etc.) in all files and folder names

Control Presets

  • Decouple controls and models to facilitate the reuse of the latter across a wider variety of scenes and hardware.
  • Create and edit device mapping presets that contains a reference to a control interface and a list of device mappings.
    • Each preset has one or more device mappings, each with a list of field mappings between control interface fields and device fields
    • Allows easy switching between control hardware types (for example, using CANbus controls but testing with an ordinary gamepad)
  • Preset files can be saved and deployed on other simulators to save on setup time.