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[x3d-public] RE: [www-vrml] Kamala On The River Bridge: Next Phase



Thanks Paul. 

Most of the basics I have figured out, but the starting/stopping aspects of
Welder are still murky.   I found the code to start a gesture, that's easy.
The challenge comes when chaining them smoothly.  So far, I have to bypass
them and route straight to the animation timers so they keep running.  
The interps and timers are straightforward.  The Walk script is a complete
mystery.  Welder is very odd.  The matrix transforms work as they are so I
can leave those alone.  For customization, I can build in AS, then cut and
paste the behaviors into the text.

Making it reactive may not work.  These seemed to be designed for exclusive
control by picking behaviors from a menu.  In theory I should be able to
insert scripts into that interface so I can use discrete behaviors in an
'act' that is composed of several of them.  I've some success with that
using a prox sensor but chaining is what I see as necessary to build a
reactive character (a bot, I guess) that performs a series of gestures in a
given situation or location.   

The basics are all there.  You are right that what I need may be some
serious surgery and replacement of the scripting code.  I may strip it down
and work out a simpler or more customizable version.

Well, more hacking this week.  Today is "sing in choir and play harp for
Christmas program" day.  Challenging and scary that is but t'is the season.

Cheers,

len


From: owner-www-vrml@web3d.org [mailto:owner-www-vrml@web3d.org] On Behalf
Of Paul Aslin

Len asked: Did this get documented anywhere ?

Nope, all that scripting is something to puzzle over.
Welder has more tricks than a barrel of monkeys. Basically:
1) Does skeleton based animation of single mesh model. This
also involves detects which Browser is being used.
2) takes animation as input.
3) starts/stops animations.

Add to that the walk code (which has some odd bugs) and it
make you want to re-write the whole lot so it makes sense !

Most of the gesture code and idle animation nodes are
clearly labeled, removing them is another matter.

The skeleton animation code is all that vrmlMatrix code
which takes up way too much room.

--- Len Bullard <cbullard@hiwaay.net> wrote:

> Making her hot was the easy part.  Making her behave hot
> seems to be a lot
> harder.  This is where virtual reality is a lot harder
> than reality. ;-)
> 
>  
> 
> I looked up the Blaxxun docs for the Avatar proto.  It is
> straightforward
> seemingly.  The Numedia  avs follow the prototype but add
> quite a bit of
> scripting, some of which is not that straightforward. 
> Did this get
> documented anywhere and if so where, please?   I can make
> things work
> because the gesture integers are easy enough, but the
> Welder script has some
> odd effects such as stopping a behavior and making it
> idle.  Getting a set
> of gestures to sequence isn't obvious either but that is
> possibly density of
> the cranium on my part.  It has a separate Walker script.
> 
>  
> 
> Can someone tell me what all of the extra scripting is
> added for if the
> proto interface takes care of starting the behaviors via
> the time sensors?
> 
>  
> 
> len
> 
> 


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