All of the titles for the robot demo operations will be shown here in bold beginning with the operation number followed by the title itself. Any comments for the operation will be explained under the title.
Click on the new smls file button
save the new created file with a name.Open the scene tree window
The node that looks like this is called a Part node.
Part nodes are used for containing the triangles for the body parts of the Avatar.
Select the Part node so that more Part nodes can be added to the avatar by clicking on points in the 3D window while holding down the right control key but before any new parts are added this way the xRay and the xRay edit buttons must be clicked.
The red dot in the 3d window is the pivot point of the Part. The pivot point is dragged to an appropriate position for the first part in the skeleton which will be the pelvis. The pivot point can NOT be dragged left or right because the part's control panel's mirror field is ticked and because the part is located at 0 in the X dimension. (exactly mid way between left and right).
The rest of the parts for the backbone are added by clicking up in sequence from the first pivot point while holding down the right control key. So long as the mouse clicks within a range of 5 cm left and 5 cm right, the pivot point for the new part will be snapped to exactly 0 in the X dimension.
To add the collar bone part a pivot point is selected down the backbone for the new part to branch out from. The mouse clicks only 2cm from the backbone but Seamless3d does not snap it to 0 because the selected part already has a descendent part. Note that both left and right collar parts are added simultaneously, this is because the ancestor part of the collar bone has its mirror field ticked. The shoulder and the point that will mark the finger tips are clicked to add 2 more parts. The the wrist and elbow points are then inserted by clicking on the line between the shoulder and finger tips.
After the arms are done the pelvis is selected and the leg pivot points are added much the same way the arm pivot points were.
With all the parts added. A final adjustment is made to the collar bone by selecting it and setting the view to side on and then dragging the collar bone forward a little. Notice how this moves all the descendent parts of the collar with it.
Finally the parts are named in the skeleton by clicking to the right of the parts nodes in the scene tree and typing in the names. Notice how only the left arm and leg parts are manually named and the right corresponding parts are automatically filled in. This again is thanks to the mirror fields for the parts being ticked and because the left parts were all typed in with the prefix "l_". So that the skeleton control points can not be accidently dragged, xRay Edit is toggled off.
So that the animation will play as a gesture, add a GestureGroup
This can be done by dragging it to the scene node which would result in the GestureGroup being added after the NoOutputGroup (which contains the floor and height guide). This is not a problem but if we rather insert it as a sibling between the and the this can be done by dragging the as a sibling below the or as a sibling above the as shown:
Click on the new Anim
node to open the anim bar and name the node "hello" the same way the
parts were named.
Specify a 2 second period by clicking up.
6. Record the poses
Animating our model is pretty straight forward. We create a sequence of poses and play them. To record a pose, first drag the anim bars's slider along the time line to the point in time we wish the pose to be set. The pose is set by simply dragging the anim control points:
To rotate the selected part for a pose, drag the red anim control point and to position the selected part drag the yellow anim control point.
Most parts only need to be rotated because there is no need to change the position for any body part except the pelvis (which all other parts are connected to).
The 2 anim control points are visible so long as the anim bar is open and a part node is selected.
When posing, view the model from different angles using the view buttons or by dragging the mouse while holding down the mouse's right button.
To copy and paste a pose from one point in the time line to another, use the anim bar's copy and paste buttons.
To delete a pose, click
To play the animation click
Click to open the color platter control panell. While holding down the shift key drag out a rectangle over the parts you want to color.
Eyes can be added much the same way the previous parts and lathes were added except add spheres instead of lathes by clicking from the toolbar. First xRay edit must be toggled on again and the head selected. By Zooming in before we right click to add the eye parts we can click closer to 0 in the X dimension than 5 cm without seamless forcing our pivotPoint to 0. Notice how 2 pivot points determine the radius of the spheres: