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Author Topic: A couple textures for Full Body Female.  (Read 58148 times)

Arakus

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A couple textures for Full Body Female.
« Reply #45 on: June 09, 2005, 03:46:54 am »
I went through all of the full body females that I have and used the query command "current figurename" to find out what everyone was. Here is my list.

Size    Filename          True Name
---------------------------------------
1.51mb  Allison.htr     = body_f_modest
1.40mb  Betty.htr       = body_f_modest
1.41mb  Claire.htr      = body_f_modest
961kb   fantasyDemo.htr = nadia
1.00mb  fullbodygir.htr = fullbod (decompresses to the 3.40mb)
1.46mb  Heather.htr     = body_f_modest
338kb   maria.htr       = standard
460kb   mermaid.htr     = standard
1.46mb  Pamela.htr      = body_f_modest
1.53mb  Rosie.htr       = body_f_modest
769kb   vgirl.htr       = nadia
993kb   wip.htr         = nadia
1.29mb  sara.htr        = standard
1.01mb  body_female.htr = body_female (decompresses to the 3.42mb)
1.47mb  fullbod.htr     = fullbod (decompresses to the 4.46mb)
1.46mb  full_female.htr = body_f_modest

And it was me that renamed my modest ones, I renamed each to correspond with the Character name from the page. The next task will be to open the hap_temp on each one and check out the Def.hap files and look at the "Model=" line and see what the .OBJ file was for each which will tell for sure which ones are the "same" full bodies.
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Duskrider

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« Reply #46 on: June 09, 2005, 07:52:15 am »
The 1.47 mb girl that I call Doris and you have pictured in this topic I notice is listed in her def file as
FullBody_modest/fullBod25_exp
This most likely where Lupine got "modestfemale"

My study on this gal was here:
http://www.zabaware.com/forum/topic.asp?TOPIC_ID=2255

[;)]
« Last Edit: June 09, 2005, 07:56:29 am by Duskrider »

Arakus

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« Reply #47 on: June 09, 2005, 09:13:44 am »
Jim, you're more than likely correct.

I went ahead and went through all of my Def.hap files so I could get the Model names.

Size----Filename----------True Name------Object Name
----------------------------------------------------------
1.51mb  Allison.htr     = body_f_modest  Model=loshirt.obj
1.40mb  Betty.htr       = body_f_modest  Model=loshirt.obj
1.41mb  Claire.htr      = body_f_modest  Model=loshirt.obj
961kb   fantasyDemo.htr = nadia          Model=nadia.obj
1.00mb  fullbodygir.htr = fullbod (decompresses to the 3.40mb)  Model=ladybod19_exp.obj
1.46mb  Heather.htr     = body_f_modest  Model=loshirt.obj
338kb   maria.htr       = standard  Model=zippo.obj
460kb   mermaid.htr     = standard  Model=zippo.obj
1.46mb  Pamela.htr      = body_f_modest  Model=loshirt.obj
1.53mb  Rosie.htr       = body_f_modest  Model=loshirt.obj
769kb   vgirl.htr       = nadia  Model=nadia.obj
993kb   wip.htr         = nadia  Model=nadia.obj
1.29mb  sara.htr        = standard  Model=zippo.obj
1.01mb  body_female.htr = body_female (decompresses to the 3.42mb)  Model=ladybod19_exp.obj
1.47mb  fullbod.htr     = fullbod (decompresses to the 4.46mb)  Model=fullBod25_exp.obj
1.46mb  full_female.htr = body_f_modest  Model=loshirt.obj

from what I found:
Allison, Betty, Claire, Heather, Pamela, Rosie, and full_female are all created from the same body.
fantasydemo, vgirl, and wip are from the same body.
maria, mermaid, and sara are from the same body.
the rest are from different bodies.
And it appears that the fullbod.htr 1.47mb/4.46mb version is the best for animations. I hope this information is helpful.

I finally received an email from Haptek regarding my order, I'm supposed to get the Accessory Converter today, in which case I plan on doing some "real" clothing for them. So keep yer eyes open for some goodies  :)
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Duskrider

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« Reply #48 on: June 09, 2005, 10:46:10 am »
When I was dealing with "Doris" (the 4.46mb gal in black) I discovered something different.

Open her in a haptek stand-alone window on desktop,
throw some skins on her, see her change,
and then rename any skin to   professional1
and drop this skin on her.

How about that?

Enjoy.
[;)]

Arakus

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« Reply #49 on: June 09, 2005, 11:09:10 am »
Jim, that is pretty neat, I just tried the same with the body_female (1.01mb) and it does the same thing except the file name needs to be body_femaleMap.

I also tried something that's neat, I created a new text file and named it professional1.jpg and dropped it on the 4.46 and it did the same thing.
« Last Edit: June 09, 2005, 11:29:29 am by Arakus »
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lupine

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A couple textures for Full Body Female.
« Reply #50 on: June 09, 2005, 02:00:17 pm »
thanks for checking!
ok I see what you are taliking about now
I have Pamela, where did you get Doris???

also Arakus, I keep a running list of animation commands
and some combo animations that I concocted
let me know if you are interested and I will post them here

Someone mentioned an animation to lie down, I don't have that
one, please post it if you get a chance!

thanks all!
 

Duskrider

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« Reply #51 on: June 09, 2005, 02:22:06 pm »
Jerry,

I just did the text file.

The power of words!   Hmmmm....

Is this twilight zone or the Next Generation?

[;)]
« Last Edit: June 09, 2005, 02:43:41 pm by Duskrider »

Arakus

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« Reply #52 on: June 09, 2005, 06:52:37 pm »
lupine, "Doris" is the Full Body Female that Haptek shows on their Full Body Page that is standing next to the "TV Girl" (the one that has the Red & Black jumper and Boots) as they call her, I put her on one of my web sites in case someone needs her.

http://arakus.shorturl.com

and it was Rog (freddy888) that stated that he got the Fullbod (Doris) to lay down on the floor, but didn't show what command he used to do it. As for the Animation Commands, I'm sure they'll be helpful to many people so feel free to upload the list.

Jim, looks like we found a "bug" in Haptek  :)  could be interesting to see what things can be done by creating a blank text file with like a command for the name.
« Last Edit: June 10, 2005, 02:44:21 am by Arakus »
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lupine

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A couple textures for Full Body Female.
« Reply #53 on: June 10, 2005, 12:00:55 am »
ahhhhh, a thousand thanks


here are the commandlines, for the blond(non wiggle) Fullbodygirl this file was started by Dreadstar
and appended by me et al.

COMMAND LINES

setswitch [switch= hands_on_hips state= start]
Load [file= [data/standard/safe_moods/Hap_Happy.hap]]
Load [file= [data/standard/safe_moods/Hap_Neutral.hap]]
Load [file= [data/standard/safe_moods/Hap_Pondering_Mysteries.hap]]
Load [file= [data/standard/safe_moods/Hap_Eater_Of_Bugs.hap]]
Load [file= [data/standard/safe_moods/Hap_Calm.hap]]
Load [file= [data/standard/safe_moods/Hap_Shy_and_In_Love.hap]]
Load [file= [data/standard/safe_moods/Hap_Psycho.hap]]
Load [file= [data/standard/safe_moods/Hap_Broken_Hearted.hap]]
Load [file= [data/standard/safe_moods/Hap_Mellow.hap]]
Load [file= [data/standard/safe_moods/Hap_Skeptic.hap]]
Load [file= [data/standard/safe_moods/Hap_Angry.hap]]
Load [file= [data/standard/safe_moods/Hap_Bully.hap]]
Load [file= [data/scripts/anim_pound_fist.hap]]
Load [file= [data/scripts/XTF_SillyFace1.hap]]    **2 and 3
**these are similar to eater of bugs, nothing really "silly"
Load [file= [data/scripts/new.hap]]               **similar to sigh
Load [file= [data/scripts/mood_intense.hap]]
Load [file= [data/scripts/anim_wink.hap]]
Load [file= [data/scripts/anim_torso_sway.hap]]

setswitch [switch= wipe_tear state= start     ]
setswitch [switch= weep_sad state= start      ]
setswitch [switch= hand_clasp_sad state= start]
setswitch [switch= big_sigh_sad state= start  ]
setswitch [switch= hide_face_sad state= start ]
setswitch [switch= arms_cross_sad state= start]
setswitch [switch= shrug_sad state= start     ]
setswitch [switch= lookleft state= a        ]
setswitch [switch= lookright state= a       ]
setswitch [switch= lookdown state= a        ]
setswitch [switch= lookup state= a          ]
setswitch [switch= grr state= a             ]
setswitch [switch= grr state= off        ]
setswitch [switch= winkright state= a       ]
setswitch [switch= winkleft state= a        ]
setswitch [switch= coyblink state= a        ]
setswitch [switch= yawn state= a            ]
setswitch [switch= shake_fist state= a       ]
setswitch [switch= armattax state= off       ]
setswitch [switch= armattax state= a         ]
setswitch [switch= walk3 state= off          ]
setswitch [switch= walk2 state= 1     ]
setswitch [switch= walk3 state= 1            ]
setswitch [switch= walk3 state= 2        ]

I discovered these myself they might be new to you
------------------------------------------------------------
setswitch [switch= h_gest_01 state=  a       ] **this is the Elusive  
Earthquakemode
setswitch [switch= h_gest_02 state=  a       ] ***this is sleepy mode
setswitch [switch= h_gest_03 state=  a       ]  ***this is fast clap

---------------------------------------------------------------
setswitch [switch= considering state= start  ]
setswitch [switch= inspect_nail state= start ]
setswitch [switch= arms_crossed state= start ]
setswitch [switch= hand_thru_hair state= a1  ]
setswitch [switch= arm_swing state= a        ]
setswitch [switch= hands_on_hips state= start]
setswitch [switch= noddy state= a           ]

setswitch [figure= fullBod switch= one state= on] *****elusive dance
setswitch [figure= fullBod switch= two state= on]  ***shake tits


OK here is my most "successfull" combo animations
---____warning___---
it is intended to be vulgar

setswitch [switch= coyblink state= a        ]setswitch [switch= lookup state= a          ]setswitch [switch= yawn state= a           ]setswitch [switch= shake_fist state= a       ]you want to @**** me!with your @***?setswitch [switch= noddy state= a           ]setswitch [switch= yawn state= a            ]setswitch [switch= big_sigh_sad state= start  ]

enter this as one command line, she will say the text aloud as well as perform the animation.

I hope this is helpful to everyone, I like to use as many animations as possible.
 

Arakus

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« Reply #54 on: June 10, 2005, 12:22:30 am »
lupine, that's helpful, thanks.
most of them I was aware of, a few that I wasn't, the only animating I've worked on myself is for the Full Body Female (1.01mb/3.42mb version) in which I make her turn, walk off screen, change clothes, then walk back on screen and turn. I had to do it in 3 steps tho.

Step 1:
setswitch [switch= walk3 state= 1            ]
\rotate [y= 81.000 w= 78.890907]
\translate [x= -306.199966 y= 0.000000 z= 463.599945 t= 6]
Clock [t= 3.5] Load [file= [C:/Program Files/Zabaware/Ultra Hal Assistant 5/Characters/Outfit01b.hap]]

Step 2:
settexture [tex= data/standard/skins/crystalgrn.jpg]]
setswitch [switch= walk3 state= 1            ]
\rotate [y= -81.000]
\translate [x= 4.200000 y= 0.000000 z= 392.800232 t= 6]
Clock [t= 4.5] Load [file= [C:/Program Files/Zabaware/Ultra Hal Assistant 5/Characters/Stop.hap]]

Step 3:
\rotate [y= 0.000 w= 78.890907 t= 1]
setswitch [switch= walk3 state= off          ]

It works about 80% of the time, if I open Hal and try it immediately it usually messes up, if I open Hal and wait a minute then type in my command it usually works perfectly. I haven't been able to get the Clock timing right yet to be able to make it work in 1 step.

Further Note: While I was looking through the Def.hap for the 3.42mb I found some interesting switches that should be neat but I can't get them to work, Below is the ones I can't figure out.
standing
poses
fall
bigfall
fastrun
walksine
crouchSwitch
turnr
turnl
her
sit
kiss

I've tried state=1, state=a, state=on, I hope someone smarter than me can figure them out and tell the rest of us.
« Last Edit: June 10, 2005, 02:25:32 am by Arakus »
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Dr.Benway

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« Reply #55 on: June 10, 2005, 09:16:48 am »
I have not tried them yet, but I remember that the command "clock" will only work in a "hap"-file according to the Haptek guide. The clock-command may not be necessary at all. It just tells the Haptek-engine to wait so much second before executing a specific command.
« Last Edit: June 10, 2005, 01:33:45 pm by Dr.Benway »

freddy888

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« Reply #56 on: June 10, 2005, 01:56:27 pm »
Hi - in reply to above, about the fullBod sitting down,you need to examine the Switch PARAMETERS to achieve this.

NOTE: Use the temporary FigDef that appears in the Hap Temp folder! You can make your own figure Def, but it might be good to experiment first. Start her up and open the temp FigDef file in your editor and locate the crouchSwitch. It is set up like this (shortened):

=========================================================

Switch= crouchSwitch
MinPeriod= -1.00
MaxPeriod= -1.00
.
.
.
.
etc etc
.
.
.

#--STATE ID: 1--
StateProbability= 1.00

StateName= crouchState
MinPeriod= -1.00
MaxPeriod= -1.00
DecayTime= 1.00
AttackTime= 1.00
MaxAttack= 0.25
.
.
.
etc etc
.
.
.
ParameterIntensity= -0.1745
Parameter= LKneeTwist


ParameterIntensity= -10.0000
Parameter= RLTranslateX


ParameterIntensity= -100.0000
Parameter= RLTranslateY


ParameterIntensity= -15.0000
Parameter= RLTranslateZ
.
.
.
etc
.
.
.
StateName= cr4a
MinPeriod= -1.00
MaxPeriod= -1.00
.
.
.
etc and so on
.
.
.
these RLTranslates I have highlighted are the ones that need changing


===============================================================

You will see it has a stateName called 'crouchState', followed by the positions for the animation. This is the beginning state of the animation. Other states are further down from 'cr4a' onwards. These are the other parts of this animation. {Part of this switch also has animations to get her to stand up again too.)

Try triggering the switch with:

\SetSwitch [switch=crouchSwitch state=crouchState]
(note the lack of space after '=')

So, with things as they are you probably find that on calling this state, she curls up and falls from the screen? This must have been set up for some other use, so you need to ammend the animation slightly. To make her lay down you need to look at the crouchSwitch states, like those I've highlighted.

Look for the parameters that affect TRANSLATE (which contols x,y,z movement). If you want her to sit down, then you don't want her flying sideways. Use your editor's search to find 'Translate', you can then scan through the switch to get to each occurence.

You will see they are set to a variety of levels (-15.0000,-100.0000 etc). Each state is part of the animation so you need to change all of these in EVERY State of the Switch that affects the crouch animation; cr4b, cr4c, cr5 etc etc.Change all of these (Translates only!) to 0 like so;


ParameterIntensity= 0.0000
Parameter= RLTranslateX


ParameterIntensity= 0.0000
Parameter= RLTranslateY


ParameterIntensity= 0.0000
Parameter= RLTranslateZ

If you miss one then she'll probably still fly out of the screen. Now replace the DefFile in the TempHap by saving over it with your altered FigDef file.
The player needs to start using your new FigDef so you have to empty the console and restart her with the 'herStartup.hap', also in the hap_temp folder.

Finally if you've done all that and haven't gone mad yet trigger the crouchSwitch..

\SetSwitch [switch=crouchSwitch state=crouchState]

she should remain on the screen but in a fixed position this time.

And by eck she does:


Insert Image:

Since this post I've added some .haps and the edited script here:
http://www.zabaware.com/forum/topic.asp?whichpage=1&TOPIC_ID=2305#7908
« Last Edit: June 18, 2005, 12:32:05 am by freddy888 »

Maviarab

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« Reply #57 on: June 10, 2005, 02:27:30 pm »
freddy,

you never cease to amaze me with the things you find/figure out lol

pretty soon you will have her doing handstands and cartwheels across the screen. [8D]
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freddy888

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« Reply #58 on: June 10, 2005, 04:59:13 pm »
lol, that may take some time, but this is the route to making our
own animations.

Take for example the parameter printed in my post that is

ParameterIntensity= -0.1745
Parameter= LKneeTwist

Change this and you can move the Left Knee.

I'm going to make up a list of all of these parameters at the weekend.

freddy888

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« Reply #59 on: June 10, 2005, 05:06:57 pm »
quote:
Originally posted by Arakus

Further Note: While I was looking through the Def.hap for the 3.42mb I found some interesting switches that should be neat but I can't get them to work, Below is the ones I can't figure out.
standing
poses
fall
bigfall
fastrun
walksine
crouchSwitch
turnr
turnl
her
sit
kiss



These should all work, make sure you're not putting a space before your'=' when you use the switch.

'stand' returns her from the crouch position.  I'm not sure about 'her' though. 'Walksine' is a slow paced walk.  'Fall' and 'Bigfall' must have been written with a game in mind because she falls downward, spiralling out of the screen.  There's a 'horse' one somewhere that looks like it is making her get on a horse that isn't there!
« Last Edit: June 10, 2005, 05:08:42 pm by freddy888 »