I guess I need more recent files that the beeline ...
No Alain sorry.
Thanks for letting me know you never got the "bring to life" cache files I sent you because I was wondering why I heard no more from you (knowing how good you are at keeping in touch). I sent you the correct files after you let me know I sent you the beeline ones by mistake over 24 hours ago, so I have just sent them to you again incase they somehow got lost on the way to you.
Sorry about the slips ups I know I am making all sorts of silly mistakes (more than ever) because of the mad rush to Christmas
I decided to make a list of all the little nagging chores to get done before Christmas but the list just keeps getting longer! Arrrrg lol
Thanks for your feedback mars too
I hope you noticed the new button in the tool-bar (center view to control point) demonstrated by the robot because i remember you suggesting last year it would be good if seamless had something like this (being able to center the view to an object at a selected vertex) This was not so necessary for models made in seamless from scratch because of the center to pivot point feature but for importing static models it is a must for sure, at least at the first stage of importing.
can we have standard HAnim naming conventions please
Seamless3d supports HAnim but is not designed exclusively for HAnim. The user can use standard HAnim names or names from any standard with the same amount of freedom when using a text editor.
It is important to point out here that the naming convention used is much less important for writing a standard set of gestures than the standard used for the part structure and the default pose of the avatar.
For a standard gesture library changing names is a simple matter where as changing the part structure and the default orientations for the avatar is impracticle.
Standard HAnim 2 nodes can be used for my example but the static shape for my example will not let it be a full HAnim compliant avatar because the default orientations will be wrong because its arms are pointing out straight. Because Blaxxun avatar studio avatars also have their arms like this, my example conforms to a more popular standard for the blaxxun community (in regard to single mesh animated models). It is easier for the user to import a static model with this pose too. If the standard default HAnim pose was used it will pose problems if you want lots of action sequences for your arms. (consider the amount of distortion in the shoulders if it were playing tennis) However HAnim shoulders would look better for fashion models
(I know there is no standard for a HAnim static model written anywhere but the standard dictates there is one)
I used names like tummy0 and tummy1 and neck0 and neck1 simply because names like vl5, vl4, vl3, vl2, vl1, vt12, vt11, vt10, vt9, vt8, vt7, vt6, vt5, vt4, vt3, vt2, vt1, vc7, vc6, vc5, vc4, vc3, vc2, vc1 sounds more like naming parts by number.
Not everyone is going to want to use English names either (French Numedia avatar studio uses French names and so too does French Seamless.
HAnim despite having more parts than one would want for real time graphics, is actually somewhat limited in what names it does have. There is no standard set of names for accessory parts or hair parts which will inevitably be needed for gesture libraries.
The HAnim floor height is not suitable for blaxun multi user worlds though it could be wrapped inside a global Transform node but the file would no longer be HAnim compliant?
I don't think its a big deal what names are used, if there is a common consensus in thinking it is still better to use HAnim names for incompatible HAnim avatars I would be happy to conform.
What is everyone's opinion on this?
also would be nice to have the ability to use avatar studio animations in seamless
It is something I want to do, finding the time is the problem. Animating all those extra parts for the arms and legs that blaxxun avatar studio avs have is not going to be much fun inside anything other than blaxxun avatar studio but perhaps it is easy to remove all the obsolete Interpolators if the gestures are to be used for avatars that use a more human friendly part structure to edit. With all the other pressing issues that need to be urgently addressed its going to have to wait I am afraid. Most of my tutorials are out of date and there are more loose ends to tie than most will ever imagine. I have a road map set out here
(sorry I have not had time to translate it to English yet) for my plan to show all the steps to make seamless avatars utilizing many of the features from seamless that have yet to be documented in any detail.
and also a way of importing compliant animation. particularly max and + alias fxb (KaydaraMoCAP) formats
There is more chance of me writing a H-Anim import for x3d format first because this is relatively simple for me but I have not had any request for even this yet. I have never looked at the code for max and + alias fxb (KaydaraMoCAP) formats and so I am unfamiliar with it. Can Max export single mesh models to H-Anim 2 nodes in x3d or VRML format yet?
seamless lacks an animation interface
? Have you seen the "beeline to animation" and/or "build an avatar" demos yet?
I have not seen max's animation interface but in comparing seamless to blaxxun avatar studio, a program noted for its ease to animate a model, Seamless3d compares very well. There are a few things I want to improve such as adding a slider bar for marking time better and I want to add markers to let the user know where a pose has been captured (would make deleting a pose easier) Apart from seamless offering a lot more options, I much prefer Seamless's interface because of the recent control points I added to the 3d window. I find this feature makes posing much easier and faster. Alain (and perhaps his pupils) has some very good action examples to show for this feature:
http://www2.ac-lyon.fr/etab/colleges/co ... matrix.wrl
http://louisedesavoie.forumactif.com/vi ... um?p=53199
(I am assuming this feature was used)