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tutancamon
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Joined : 07 Sep 2007
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PostSubject: Re: Seamless   Wed 28 May - 13:50

alain wrote:
Quote:
"Bohemian Rapsody"


tutanc was singing ?
....

yes , very original chat !!


Yes, is very good and simple to use.
Boss, wont You some hiphop music ? Very Happy ... Or may be some trance music ? Laughing
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thyme
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Joined : 24 Apr 2005
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Localisation : Australia

PostSubject: Re: Seamless   Thu 29 May - 12:17

Hi Isa, Alain and Peter Mr.Red thanks all for testing the sound alarm it worked very well, I am glad this time I did not miss any of you join Mr.Red
No tutanc did not do any singing Alain it was the new sound alarm that sung Bohemian Rapsody lol
The idea with Bohemian Rapsody as a sound alrm is it begins sofy and gets louder and louder.
I did sleep for real and then there was this nice queen song playing in my dreams. I did not realise it was not a dream untill it got well into the song lol. Soon as I realised and woke up I rushed to the computer to turn it off in fear it had awaken my mother and father lol, I asked them in the morning but they slept right through it heheh, My mother said she heard me laughing though which chats makes me do when in good company Mr.Red Mr.Red

I been busy writting some chat tutorials:

Seamless3d Chat
Hosting a World Using the Seamless3d Server
How to Let Others Chat In Your SMLS File
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alain
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Joined : 19 Apr 2005
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Localisation : Dompierre sur Veyle ,France

PostSubject: Re: Seamless   Thu 29 May - 12:49

happy you , you have parents who understand you about chats ,
my colleagues didn't LOL

( by the way my wife does since she had used World of Warcraft Smile

Ok I will try the tutos and stuff there
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thyme
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PostSubject: Re: Seamless   Fri 27 Jun - 15:34

The following image shows my blue bikini girl (which was originally made using elliptical curves and sine tugs) recreated using nurbs patches (except hair and shoes are not yet converted):



It has taken me about 2 weeks which is at least twice a long as I would have predicted but when you consider such an avatar has 37 parts, 14 days does not sound so long. Also I could have done this a lot faster had I not experimented in order to find out how many control points should be used.

1 nurbs patch was used for the torso neck and head.
1 for the belly button
1 for the left breast (right side is a copy of the left)
1 for the left eye creator
1 for the left eye ball
1 for the left arm
1 for each left finger and thumb
1 for the left leg

I am hoping that I will soon have (if not already) a system for being able to churn out endless variations of this avatar by dragging the control points.

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alain
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PostSubject: Re: Seamless   Sat 28 Jun - 8:44

thanx ,

holidays comming soon , I will re try
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thyme
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PostSubject: Re: Seamless   Mon 14 Jul - 8:06

Thanks Alain Smile
when will the holidays begin?
not already I hope?
I am hoping to get my blue bikini nurbs girl ready to make public very soon.
Perhaps it is silly to make an av from scratch when I can provide an av already set up and all the user has to do is vary the nurbs control points, this would give the user 100% artistic freedom over the shape of the humanoid av.
However making an av from scratch would help one understand how everything works.
I think I should write tutorials for both ways.

I have had a few more ideas that has resulted in some changes to how the nurbs patches are done! but the old way should still work at least for a while giving time for people to convert anything to the new way but I doubt many have used my nurbs patches in a big way yet so I would guess its not going to be much of a problem if one at all.
I hate making changes to seamless's design especially now that it has stabilised a good amount but the change I have made will significantly simplify things and make it more intuitive.
These changes will have no affect on the nurbs lathe or bendy lathe or any of the nodes Lilly and Isa mostly use.
The good news is I am spending much more time modelling rather than programming so at least this lets me catch many of the bugs as well as enjoy life more.
I would be very happy if I could keep away from anything political regarding 3d Mr.Red
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alain
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PostSubject: Re: Seamless   Mon 14 Jul - 13:38

Quote:
I would be very happy if I could keep away from anything political regarding 3d


yes it is my feeling when I spend many times on LouiZe or other hings ,
and not "creating"...

btw today was a strange day , awe had no electricity when I awaked at 9 am until 1 pm

( because of storms )

The first and second hour without electricity was a bit nice , cleaning the house , after some delau I became crazy Smile)
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thyme
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PostSubject: Re: Seamless   Tue 15 Jul - 19:38

Waiting for the power to come back can drive me crazy too Alain and here power-cuts are frequent lol

Yes few things are more important than creating content in the end.
I find the content I have made over the years (small as it may be) gives me something better to remember the year by than many of the other issues that dominate my mind.
The great thing about content too is it can live on after a format dies, at least if the content revolves around shapes, because triangle meshes can so easily be ported from one system to another. This has got me thinking what about nurbs then? can they be ported to another format as easily as triangles?
Well one can convert from polygons to nurbs and I have found ways to speed up this process considerably since I last wrote about the method I found but it still requires a fair bit of work however nurbs patches should be able to be converted directly to other modelling software.
I found out recently how easy it is to create a nurbs patch for rhino3d and save the patch to a native rhino3d file using the open nurbs C++ files which are open source Very Happy
So if I can write a simple importer/exporter for seamless3d and rhino3d files other popular nurbs modelling programs like 3d studio max, maya should be able to import nurbs from seamless.
I read blender can import rhino3d files (.3dm) but can not import nurbs models which sounds strange to me because rhino is mostly used for nurbs. Hopefully I misunderstand or what I read is wrong.
What I like about nurbs is they let you change the triangle structure / density of your model (polygon independent surface) at any stage and they aid in making smooth curvy shapes.
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alain
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PostSubject: Re: Seamless   Thu 17 Jul - 10:39

I dont forget nurbs stuuf Thyme ,
I am on holidays but ( nicely ) busy with XColin at home now ,

http://closed.forumactif.com/souvenirs-voyages-vacances-travelling-holidays-f7/neuvic-_carcassonne-t2279-15.htm#68118

( Sergey/MIlano , Bertrand/Asheanor , and Colin , from left to right Smile

we wait for Peter on friday ..

Colin says hello to you Smile
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alain
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PostSubject: Re: Seamless   Tue 22 Jul - 23:22

http://seamless3d.com/forum/viewtopic.php?f=4&t=224&p=2457#p2457


http://dumenieu.free.fr/louizeforum/seamless/avatar_tryon_shirt2__laugh2_musclebeach2.wrl


funny Smile



reedit :


http://dumenieu.free.fr/louizeforum/seamless/accident-dodge_turn_down-azumi2.wrl
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thyme
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PostSubject: Re: Seamless   Thu 24 Jul - 19:38

Thanks much Alain Mr. Green I replied on the Seamless3d forum.

Looks like a nice place under that tree (or is it a creeper?)
Hi MIlano, Asheanor and X Mr.Red
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peter le cochon
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PostSubject: Re: Seamless   Fri 25 Jul - 0:01

Shocked ... whoaw !!! Pretty impressve ... that bvh.

Thank's Thyme and Alain.

It seems to me that the avtars used by ExitReality and Vivaty also use bvh based animations, and it shifts the - otherwise poor - experience, indeed.

I've got a few questions :

The "good" old AV-Studio avatars mainly do use rotations fed into an extension called something like rotateByVertex, for avatar posing/moving... not sure about it. Probably SL, Exit and Vivaty do use something similar, or might they animate each single vertex of the mesh?

The second approach (mesh animation) would probably reduce cpu-load and allow more sophisticated animations (e.g. taking skin-weight into calculation) and at a first glance, it would have the downside of a larger file-size.

Why am I so concerned about that? Confused ... well, I think that the next step for avatars (if not allready implemented) will be to make them "learn" poses (gestures) on the fly. Something like : a chair teaches the avatar how to sit down, a car teaches it how to put it's hands on the steering wheel, a tune teaches them how to dance ...

This will need a data set as efficient as possible for posing them, to be loaded during runtime... which one? That is the question.

Sorry if it's off-topic or nonsense.

Huggs to all,

Peter pig
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alain
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PostSubject: Re: Seamless   Fri 25 Jul - 0:43

sure not nonsense , if I understood you well , Peter

We had , on blaxxun chat , years ago , a swedish friend ( n'est-ce pas , Thyme ? Smile , and the fist thing she asked me , was to have an avatar sitting when approaching a chair , I think she saw that in CT ( it was free at that time and I saw it too )...
a proxy sending order to the ava gesture , if I remember well ,

but may be you speak of something better ...
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peter le cochon
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PostSubject: Re: Seamless   Fri 25 Jul - 2:17

Well, if the sit-down pose was sent to the avatar by the chair, it is exactly what I mean.

I guessed that something like that exists since long ago. Also Fab did tell me about it ... he had a "techie" name for that procedure ... don't remember.

Re-thinking about that, I have come to a new (provisional) conclusion ... lol :

feeding gestures from outside the avatar would need all avatars to have the same amount of vertices. positioned in a similar way towards the joints ... not a lot of freedom left for the avatar designer...

Anyways : it's worth a thaught.

pig
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