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Post by Guest on Sept 8, 2005 18:48:14 GMT
Hello everybody! I'm very new to avatar-creating and first would like to say hello to you on this board! After days of searching for any help on creating own avatars I luchily discovered seamless3d which seam to be the only way to do this difficult job. Ok, I created a little character ("little Link" from Zelda). I used 3ds max and exported the single parts as head, arms,... as *.wrl files. Unfortunately I find no way to import them into my body-parts-tree in seamless3d. Every time I try the program will shut down. I think I have to change the export-options in 3dsmax. Could anybody help me and explain how to do this? Another questin is: how could I "embed" my created avatar into my 3d-world? this is for the visitors of my 3d-homepage to see a little zelda as avatar. Could I write something like ... Avatar { url "my_avatar.wrl" } Would this work? Kind regards from Stuttgart Abraxas
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Post by Guest on Sept 8, 2005 19:56:51 GMT
sorry, maybe I have to explain my difficulties some more precise:
I am working on a homepage which is a 3d-world, and it should look like an outdoor level of a nintendo64 game. Of course, my online-visitors should see a zelda-avatar (self-built) when walking through the world. Could I create such an animated avatar with seamles3d? How are the single body-parts to be exported so I can import them into seamless3d?
greez again
Abraxas
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Barphe
New Member
:p
Posts: 30
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Post by Barphe on Sept 12, 2005 22:14:05 GMT
Hi abraxas, and welcome
I believe that Seamless will only import a naked shape node. if you chop off all the lights and transforms that 3ds writes, you will have more luck.
another problem with 3ds is the scale. I think its like .0002 to 1 or something insane. I'f you can't see it after import, it may be either really really big, or really, really small.
good luck
B
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Barphe
New Member
:p
Posts: 30
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Post by Barphe on Sept 12, 2005 22:33:37 GMT
Oh, I forgot part two, 'embedding' the avatar in your world. Did you want your visitors to WEAR that avatar while in your world? Assuming you are using the blaxxun sort of multi user setup, that parameter is set in the .bxx file with the vrmldefavatar line. if you just want to DISPLAY the avatar, you do not need to instance the avatar in the world, just use: Inline{url "avatar.wrl"} as the av is usually instanced after the PROTO definition in its own file. you can do this: Avatar { url "my_avatar.wrl" } only in the same file the PROTO is defined, of course. Also 'url' is not one of the usual exposedFields in an avatar, though it certainly can be. Thats what PROTO's are for
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Post by abraxas on Sept 27, 2005 22:05:46 GMT
Thank you very much, Barphe, you were right, I just want the visitors of my 3d-homepage "wear" a special avatar in 3rd-person-view (as one do in games like "Tomb-Raider, e.g.). With a friend of mine I worked it out, and you can see the result in my world: www.dreams-2-illusion.com/privat/start.wrlI'm sorry there is yet not much to see because it is just a test-area. Even my little zelda-link does not walk as it should (fluid motion) and there are some texture-bugs. I will completely rewrite the avatar-model and will use "color per vertex" instead of bitmaps. But it works. Friendly greetings from Stuttgart (Germany) Oli
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Post by thyme on Oct 1, 2005 23:20:16 GMT
Hi Abraxas Your game is off to a good start I played some of the early tomb raider demos before this century before i knew about vrml. I see how you have the avatar done much the same. I am currently working on making it a lot easier to do texture mapping for seamless. I should have the new version ready for download with a robot demonstrating showing how to make use of this new intuitive feature in a few days time I hope
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