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Author Topic: crazytalk and hal6  (Read 5848 times)

iampan

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crazytalk and hal6
« on: September 04, 2010, 05:04:04 am »
crazytalk's web player has a console to use tts, where you type something and it says it.
now how do i use that with hal6? must be a way to link hal to the web player in crazytalk, like what hal says gets entered into the web player, and hal stays invisible.i am not that good at vbscripting or aiml so if there is a code i can copy/paste that would be awesome.
i would be happy to make a custom crazytalk avatar for someone that can help me link up crazytalk with hal5's brain, basically using crazytalk6 webplayer instead of haptek player.

Art

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Re: crazytalk and hal6
« Reply #1 on: September 05, 2010, 11:29:25 pm »
You might have found autoit from a search but better yet, if interested, you might wish to
check out the site of a member named Rich_A.

He did a tremendous amount of work with Hal in the past.

First read some of the topics in this link:
http://www.ultrahal.com/community/index.php?action=profile;area=showposts;u=1294

Then when you finish that, you might wish to visit Rich's site at:
http://halwindowscentral.com/default.aspx

That should keep you busy for quite a while!

PS- If easily offended by adult situations then disregard the second link.
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snowman

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Re: crazytalk and hal6
« Reply #2 on: October 12, 2010, 02:12:45 pm »
Do you have People Putty?

I know how to make Haptek open up and work on a web page, I also know how to make Hal work in a Visual Studio. But how do you intend to use iclone with this? Haptek only loads .htr files.

People Putty has a function that can create a web page of your character with only a click of a button. And the Haptek website provides a help file which includes information on creating and programming a character.

Here's some information about what the Haptek character is. A friend wrote this so I'm not sure if it's 100% correct or not, but probably is.


The original full body character in Haptek is made in the 3D Studio Max R3.1 and in the Autodesk Maya older version from a poser character. That poser character which was the base for the Irina character but he took only the skin from poser and changed that out completely so the skin was no longer Poser. A new kind of player was than created for playing 3D animated characters on the web which are interactive and programmable, is when they made the full body girl. It was around 2001 I think. Ultra Hal can also run these Hap files, which has in reality another name : *bvh
 
These *bvh files are used in Poser or in IClone but by another name, but basically the same as the *hap.
 
3D max Studio R3 is just gone and nowhere to be found on the web and there is guy who is selling examples but he wants 5-6 thousand dollars for a DVD.
 
It is not a good idea to create a character in the old 3D Max Studio, because it wont work in practice.
Visual Studio is been changed out so many times since than and because of these updates you can not even run the latest patches which are made for example to run the new generation of *htr or to be able to work on them without having the right solutions which fits in this new environment and must have to be designed to run on Windows seven within the new Visual Studio and not the 2008 C++.......

The file formatting in Haptek is also *htr only the letter "h" means it is haptek but the file is not.
Their file is actually *fbx converted from DAZ *obj and they call it "hap targh " so this *htr in Haptek is for real an *fbx which includes a skeleton which is similar to *htr and just like *htr is a motion capture file so it is the same kind of skeleton which is created in Poser for this *fbx. They Built the Player called Haptek and converted the these *obj files from DAZ first to 3D´s Max format and worked on it to change it and build the character in 3D´s Max, then when they finished the character they converted it again to their own file format they call as hap targh...

The *obj files are used when making the character and building but the final product from the *obj is the *fbx actually. In Haptek they use *htr for naming the *fbx it is very misleading because the *htr is only the skeleton which is used for running the *fbx so the name is just wrong. - Why? - Simply because you can not run an *htr in a game as a character. The complete name of a character file is not *htr but *fbx  which is the name of the file format they all use today when they are talking about a character. They use it in all kind´s of games
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GT40

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Re: crazytalk and hal6
« Reply #3 on: October 13, 2010, 11:03:25 am »

Snowman, your post is incredibly well-documented. You seem to know what you're talking about. Not my case, lol, my only references are Haptek and Second Life.

When I finally entered SL, I got a shock: the beauty of characters, the animations, poseballs,  danceballs, sexballs, all that so easy to use, and so easy to forget Haptek. One of the first things I did was to drop SL .bvh files in the Haptek window. And of course, it doesn't work. Different format, when we edit the files, Haptek ones are compressed and unreadable. Very disappointed. I found SL bvh's here:

http://secondlife.com/community/avatar.php

If someone could try to convert them to the Haptek format (so good to believe in Santa Claus).


PS: Wow! Motion capture? I envy the boys and girls who made the sexballs for SL.  ::)

Time to waste with skits, bots & other useless things? Why not visit
http://gt40.chez-alice.fr/Haptek/MyBots.htm ? Oops, sorry, a museum!

One

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Re: crazytalk and hal6
« Reply #4 on: October 14, 2010, 07:29:14 pm »
ART, colud you email or PM me concerning some 'Crazy' Products, I am growing restless and don't have the recources to ......TIA

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