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Poses and Animations using Boris' Pose Editor
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BorisTheEngineer

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Joined: 04 May 2007
Posts: 814
Location: United Kingdom

PostPosted: Mon Jun 02, 2008 9:47 am    Post subject: Reply with quote

I got someone to send an example of an XPF. Stripped of all excess detail each track represents an action and the weight is how much the action is applied by, with 0 meaning none and 1 meaning full.

As I understand it if you set the WEIGHT of blink.Left.Lower.Clamped and blink.Left.Upper.Clamped to one the avatar should wink. As with the poses the duration is currently 1 second. Copy this and save this as something.XPF

I haven't tested this as I only do furniture not triggered stuff.

Code:
<HEADER MAGIC="XPF" VERSION="919" />
<ANIMATION NUMTRACKS="29" DURATION="1">
    <TRACK NUMKEYFRAMES="1" MORPHNAME="blink.Left.Lower.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="blink.Left.Upper.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="blink.Right.Lower.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="blink.Right.Upper.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrow.Left.Angry.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrow.Left.Down.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrow.Right.Angry.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrow.Right.Down.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrows.Left.Sad.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrows.Left.Up.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrows.Right.Sad.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="eyebrows.Right.Up.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="Face.Additive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="left.Eye.Down.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="left.Eye.Left.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="left.Eye.Right.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="left.Eye.Up.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Frown.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Grin.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Mad.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Open.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Pucker.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Smile.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Surprise.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="mouth.Tongue.Exclusive">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="right.Eye.Down.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="right.Eye.Left.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="right.Eye.Right.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
    <TRACK NUMKEYFRAMES="1" MORPHNAME="right.Eye.Up.Clamped">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>
</ANIMATION>

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DreamMint

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Posts: 1633
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PostPosted: Mon Jun 02, 2008 12:31 pm    Post subject: Reply with quote

Cool.

I just barely started playing with this face expression stuff with the code you gave.
Actually I added the .xpf file to a furniture pose I'd already done that had the pose set for endless loop in the previewer. And apparently the expression stays for as long as the pose lasts too...unless there's some other settings to change. So her eye stayed closed as long as the avi was in that pose. Anyway it seems to work pretty well and is pretty easy.
I changed the weight of those two things to one like you said.
But still, that's really cool.

I then started playing around with the weight of the mouth.Smile.Exclusive
and set the weight at 1 and it gave me this big cheesy toothy smile. I then started lowering the weight to .5 and it showed less teeth. I lowered it down to .1 and get a slight smile with no teeth showing.

Again, pretty cool.

Then I set the weight for both the mouth.Smile.Exclusive and the mouth.Pucker.Exclusive both to 1 and got a pretty silly look. Laughing

I'm surprised that this seems mostly pretty easy.
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BorisTheEngineer

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PostPosted: Mon Jun 02, 2008 9:57 pm    Post subject: Reply with quote

Well unlike animations the hard work's in the actual morph set which is embedded in the mesh.

As for making them change with time, for that you need to increase the number of keyframes, for example:
Code:

    <TRACK NUMKEYFRAMES="3" MORPHNAME="eyebrows.Left.Up.Average">
        <KEYFRAME TIME="0">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
        <KEYFRAME TIME="0.5">
            <WEIGHT>1</WEIGHT>
        </KEYFRAME>
        <KEYFRAME TIME="1">
            <WEIGHT>0</WEIGHT>
        </KEYFRAME>
    </TRACK>

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DreamMint

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PostPosted: Mon Jun 02, 2008 10:08 pm    Post subject: Reply with quote

Yeah, I figured after seeing the code that it's already figured out elsewhere...as you said it's embedded in the mesh. Still was a nice surprise.

And I had fiddled a bit with the keyframe numbers, but what I had tried didn't make a difference. Maybe I'll try again later using what you showed in your example. Thank you. Smile
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BorisTheEngineer

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PostPosted: Tue Jun 03, 2008 12:55 am    Post subject: Reply with quote

Remember to set NUMKEYFRAMES so it knows how many you've added otherwise it'll probably ignore all but the first, and remember that the "TIME" values must be within the "DURATION".

It makes sense...really Smile
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BorisTheEngineer

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PostPosted: Sun Jun 08, 2008 3:31 am    Post subject: Reply with quote

I just posted an update to the pose editor, most importantly version 2d fixes a small bug in the hand zoom feature. Also I've rewritten its home page to try to make things clearer.
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Mxnster

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PostPosted: Sun Jun 08, 2008 3:55 pm    Post subject: Reply with quote

i dont get how you get it to the actions thing.
how do you save it as that, and then get it to the previewer?
the expression stuff.
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DreamMint

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PostPosted: Sun Jun 08, 2008 6:33 pm    Post subject: Reply with quote

Copy and paste the code Boris showed on page five for the expressions into Notepad (a program that most computers with Windows should have). Make the changes as he explained and save it with an .xpf extention.

Then in the previewer click on the Actions tab. In the red area there's a part that says "Morph Animation" and ".xpf" click on browse and find the .xpf file you made. Click on "Apply Changes."

I hope I explained that well enough.
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Mxnster

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PostPosted: Mon Jun 09, 2008 11:23 am    Post subject: Reply with quote

Thank you Dreammint Smile
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PostPosted: Mon Jun 09, 2008 12:06 pm    Post subject: Reply with quote

You're welcome. When I first did it myself I had no idea what I was doing either. Well, I knew to use notepad. But the rest I was just guessing. I looked at the previewer for a long time and went "uhm, I guess it goes here." And sure enough that seemed to be right. Smile
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PostPosted: Mon Jun 09, 2008 2:33 pm    Post subject: Reply with quote

i know i must be getting on your nerves, but i cant save it as a .xpf file.
i can only save it as a .txt document ._.
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PostPosted: Mon Jun 09, 2008 8:54 pm    Post subject: Reply with quote

When you save it, choose "all files" from the filetype dropdown box, and add .xpf to the end of the filename. That should do it Smile
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PostPosted: Mon Jun 09, 2008 10:06 pm    Post subject: Reply with quote

Just add the .xpf then put quotes around the whole filename. That stops notepad from adding .txt on the end.

Also it saves time if you set imvu files to "open with" notepad or wordpad, that way you can just double click to open.

Incidentally...

WOO HOO!!!!

http://www.imvu.com/catalog/product_info.php/products_id/2159738
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PostPosted: Thu Jun 12, 2008 4:47 pm    Post subject: Reply with quote

ok i'm having issues. i did everything as stated, step by step and it isn't working at all in the previewer. there has to be something i missed or that was missed in the tutorial.

i made a kneeling pose, adjusted it in the file as stated and my avi just stand there looking dumb. i even tried entering the parameters set for the second part and nothing.

so i tried making a simple running pose. nothing. so what am i missing? there has to be something else to this because i can't get it to work. i did everything, renamed, modified the files, etc.
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PostPosted: Thu Jun 12, 2008 8:22 pm    Post subject: Reply with quote

Right...

Well I can't help with triggered poses as I don't make them, but I can give you instructions for a basic "standing spot" furniture item that you can add poses to in order to test them, given enough work you could make a dance spot with this.

Firstly here's a XSF file, paste the code into notepad and save as "spot.xsf" (corrected)
Put the filename in quotes or otherwise it'll stick "txt" on the end

Code:
<HEADER MAGIC="XSF" VERSION="910" />
<SKELETON NUMBONES="6">
    <BONE ID="0" NAME="Root" NUMCHILDS="1">
        <TRANSLATION>0 0 0</TRANSLATION>
        <ROTATION>0 0 0 -1</ROTATION>
        <LOCALTRANSLATION>0 0 0</LOCALTRANSLATION>
        <LOCALROTATION>0 0 0 -1</LOCALROTATION>
        <PARENTID>-1</PARENTID>
        <CHILDID>1</CHILDID>
    </BONE>
    <BONE ID="1" NAME="Sphere" NUMCHILDS="4">
        <TRANSLATION>0 0 0</TRANSLATION>
        <ROTATION>0 0 0 1</ROTATION>
        <LOCALTRANSLATION>0 0 0</LOCALTRANSLATION>
        <LOCALROTATION>0 0 0 -1</LOCALROTATION>
        <PARENTID>0</PARENTID>
        <CHILDID>2</CHILDID>
        <CHILDID>3</CHILDID>
        <CHILDID>4</CHILDID>
        <CHILDID>5</CHILDID>
    </BONE>
    <BONE ID="2" NAME="Seat01.Test" NUMCHILDS="0">
        <TRANSLATION>0 0 0</TRANSLATION>
        <ROTATION>0 0 0 -1</ROTATION>
        <LOCALTRANSLATION>0 0 0</LOCALTRANSLATION>
        <LOCALROTATION>0 0 0 1</LOCALROTATION>
        <PARENTID>1</PARENTID>
    </BONE>
    <BONE ID="3" NAME="Handle01" NUMCHILDS="0">
        <TRANSLATION>0 0 600</TRANSLATION>
        <ROTATION>0 0 0 -1</ROTATION>
        <LOCALTRANSLATION>0 0 -600</LOCALTRANSLATION>
        <LOCALROTATION>0 0 0 1</LOCALROTATION>
        <PARENTID>1</PARENTID>
    </BONE>
    <BONE ID="4" NAME="Catcher01.Standing" NUMCHILDS="0">
        <TRANSLATION>0 258 0</TRANSLATION>
        <ROTATION>0 0 0 -1</ROTATION>
        <LOCALTRANSLATION>0 -258 0</LOCALTRANSLATION>
        <LOCALROTATION>0 0 0 1</LOCALROTATION>
        <PARENTID>1</PARENTID>
    </BONE>
    <BONE ID="5" NAME="Pitcher01.Standing" NUMCHILDS="0">
        <TRANSLATION>0 -258 0</TRANSLATION>
        <ROTATION>0 0 -1 0</ROTATION>
        <LOCALTRANSLATION>0 258 0</LOCALTRANSLATION>
        <LOCALROTATION>0 0 1 0</LOCALROTATION>
        <PARENTID>1</PARENTID>
    </BONE>
</SKELETON>

Now load the previewer and derive from 12908

Click on the "Geometry" tab...

Click on the selection box in "Bodypart 0" so it turns blue (selected).
press backspace, the box should now be empty

Click on the special tab
Find the skeleton box, click browse and find and select spot.xsf

Click on the actions tab
Add an action
Make its trigger "stance.Test"
Set number of ensembles to 0
Find the "Skeletal animation/XAF" file box, click browse
find your file and select it

Update
save the cfl (so you can reuse it later)
try out the spot (the seat appears higher than the room seats so its easy to find)
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Last edited by BorisTheEngineer on Sun Jun 15, 2008 8:21 pm; edited 1 time in total
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