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Personally (for the purposes of multiuser chat in 3D) I like the method of initiating gestures via special strings typed into the chat (preferably strings that are user definable and that do not get sent in the chat text to everyone else). For instance, I like the idea of being able to type something like "Hello everyone. /wave/", and everyone else would instead see a wave gesture and the text string "Hello everyone." (i.e. the gesture trigger token would not appear as text to the other users).
"Just an opinion. :) /smile/"
Doctor said:Personally (for the purposes of multiuser chat in 3D) I like the method of initiating gestures via special strings typed into the chat (preferably strings that are user definable and that do not get sent in the chat text to everyone else). For instance, I like the idea of being able to type something like "Hello everyone. /wave/", and everyone else would instead see a wave gesture and the text string "Hello everyone." (i.e. the gesture trigger token would not appear as text to the other users).
"Just an opinion. :) /smile/"
The downside I see is the / would make trying urls into chat get messed up. I've seen :wave: somewhere, which is far less likely to get triggered by accident.
Still need a list of gestures somewhere (cheat sheet), so I was thinking make the gesture function as the enter key. That is enter what you want to say and click "smile" or whatever.
fabricator said:Doctor said:>
What do people think of our (fab and I) hybrid idea of how to trigger gestures (text-method and button-method, both with one click/keypress to send both the chat text and gesture trigger at the same time)? Is there another way that some people might think is even better?
Actually the avatars already have the names of the gestures inside the file. You just have to access it. This is fairly easily done and sending a sting to chat for the verbal part is as simple as setting a shared event.
exposedField MFString gestureNames["Flip","Fly","Sit","Sleepy","Laugh","No","Shake","Good by jim","Signup","Pose","Pose","Walk",]
of course you would also want to have some control over this as you probably dont want to send a string to chat for each and every one of the gestures.
It is also nice if you can give the world builder some control over avatar function and not all would have to be controlled internally.
Steve said:Actually the avatars already have the names of the gestures inside the file. You just have to access it. This is fairly easily done and sending a sting to chat for the verbal part is as simple as setting a shared event.
exposedField MFString gestureNames["Flip","Fly","Sit","Sleepy","Laugh","No","Shake","Good by jim","Signup","Pose","Pose","Walk",]
Is anyone aware of a way to access the avatar information without using blaxxun/Bitmanagement extensions? (i.e. Using the strict VRML specification)
I wrote my own code for handling Avatars, including 3rd person mode etc. There are problems using it but it is standard vrml spec. The real issue is vrml and X3D still have no concept of Multi User, hence avatars and shared events remain non standard.
To access an avatar you simply need to load the contents of its file into an MFNode. nodes[0] contains an instance of the proto, so you can read the fields' default values.
eg: gestureNames=nodes[0].gestureNames;
How does one obtain the URL to a user avatar (using strict VRML specification) in order to load its contents?
I am wondering how to do this even when it is not multiuser, since solving that access issue would allow for your suggestion to be implemented.
Somehow one would need to obtain a reference to the currently loaded avatar node, would they not? Or perhaps a reference to the root node of the scenegraph heirarchy, and then search the scenegraph for the avatar node?
I can see how to do any of these tasks using the blaxxun/bitmanagement extensions, but not using the Web3D VRML specification alone.
This is the problem, there is no Avatar node in the scene itself, just an Inline with the avatar inside. It somehow edits the contents of the Inline. The problem is its really hard to get to the avatar itself as a result, hard to find.
When you get to blaxxun multiuser its even worse, which Inline is what, I gave up and wrote my own. You can also look at how ABNet uses avatars.
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