Zabaware Support Forums
Zabaware Forums => Ultra Hal 7.0 => Topic started by: crunch on May 07, 2004, 05:49:45 pm
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About how do download the body... go to hapteks web site and download the free SDK... you will find 4 charatcters and debuggers in that SDK... if you hunt in the C:Program FilesHaptekHaptekGuide4MakinContentanimatinghaptars you will find a pleasant surprise!!!!![8D][8D]
also i have found that is you load up any one of those charachters and then while it is loaded go to the player folder you will see a temp folder that is only there while the player is running.. in it you can copy all the files for each character including all its movements capabilities.. and skins ect... have fun
NOw i still cannot find our what file in hal to edit to get him to also move the bodys??????[:D]
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BTW the SDK come with 2 female and 2 male characters ... the HTR files are what i said would be the pleasent surprise
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hey crunch, is this a full version option? i have had some limited success adding haptek characters with a couple of work arounds (no luck with the full body animations though) but i cant get most haptek agents come up on hals character screen. i am still checking out the hal free version until i get a better feel if this is the program for me and hear some better things in the forum about company response time. a good photo-realistic assistant would be great in any hal version.
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quote:
Originally posted by Jsnake
but i cant get most haptek agents come up on hals character screen.
you can cheat a bit...
in /characters (zabaware folder in program files)
take for example hal.htr and rename it to hal.ht_
then rename (copy original so not lose it) the
new haptek character you want to display hal.htr
and the character will work (at least is usable).
I seem to have same problem with htr/acs characters
so that was quick and easy solution for the moment.
oh...use acs if an msagent critter, htr is haptek.
Maybe someone can post better solution?
NT Canuck
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Hello,
If you are using Hal version 4.5, the Haptek files require support files that are tricky to write. Because of this fact, I often used the same work-around that you describe above.
However, if you have the latest Hal 5.0, Ultra Hal self-generates the supporting files. You should be able to display any Haptek character under its true name, simply by putting its .htr file in the "characters" folder.
Sincerely,
Don
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thanks for the imput, i just downloaded the free version about a week ago and am using version 5.0.56 with the 5XTF vi.2 and have renamed the appropriate files for recognition. the situation is that the haptek .htr files dont show up in the "general options" character pick. i am putting them in the proper folder i think because i can get this work around to function with the same methods and placement. i was curious if this was a free vs paid HAL issue. or mbey im overlooking somthing painfully obvious (it could happen) thanks
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Hello Jsnake,
I don't know if there's a difference in behavior between the free version and the paid version with regard to the Haptek characters. If there was a difference, it would be consistent with the Zabaware advertising, since they state that extra-character capability is part of the upgrade. I hope some other forum members can report on this.
I'm running the paid upgrade version, and simply by putting a new character file in the "Characters" folder, it appears on the options list, and it runs okay under its own name.
Please, if any other forum members have compared the behavior of the free and paid-upgrade Ultra Hal versions with regard to this, let us know! Thanks!
Sincerely,
Don
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Thanks for the response Don. i appreciate your time. I am not ready to go "paid yet" at least until i hear a lot better things about company support anf responce time. I am withholding judgement because im a student/business man also and know how overwhelming it might get for the creator to be wearing both those hats. But i am impressed with what i see in this product and how it stacks up with the competition and will keep tinkering and listening. (the forum resource is a huge plus)
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I can report that I've had no success trying to import Haptek characters to my free UltraHal. However, I have a large MS Agent collection, and can load any of them.
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To import into free version.... Do this
Go into the Character folder and rename zabba.htr and hal.htr to a .htrbak<< that means backup it will not load in hal but it will preserve the original hal and zabba ,htr files for renaming later if you want to.. then take a copy of the .htr file for the haptek character you want to use and name it hal,or Zabba.htr... it will appear in the options as hal or zabba but it will load that new character... If you want it to have a different preview screen then edit the hal or zabba preview scren to the look for your new character!!! copy the .hap files for the emotions you want it to show into the same folder as the htr's... now rename the default.psn file to .psnbak make a copy and name it default.psn.. open it in notepad and you will see the only default moods that hal can access right now (MR M!! we need more mood options please????) you will see entries that look like this "Learn","anim_coyblinks.hap" or this.."Snooze","Sleepy.hap" << notice i changed the default moods to point to the .hap file I loaded into the root of the character folder.. Now hal will blink coyly and look contemplative when he is learning.. he will yawn close his eyes and sleep when he is at his time out alone....<<< This was where i stated I am now close to also getting the full body to animate like crossing arms when angry ect...
I need help though there are not enough emotions to write scripts for in hal as is.... any ideas?????
oh here is my Haleena
Download Attachment: (http://images/icon_paperclip.gif) crystalfar.gif (http://"http://www.zabaware.com/forum/uploaded/crunch/2004513234346_crystalfar.gif")
14.79 KB
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Try this ...
my default.psn
"Angry1","anim_angry1.hap"
"Angry2","anim_angry2.hap"
"Angry3","anim_angry3.hap"
"RunProg","anim_run.hap"
"Snooze","anim_snooze.hap"
"Write","anim_write.hap"
"Learn","anim_learn.hap"
"Happy1","anim_hap1.hap"
"Happy2","anim_hap2.hap"
"Sad1","anim_sad1.hap"
"Sad2","anim_sad2.hap"
"Sad3","anim_sad3.hap"
"Surprised1","anim_sup_1.hap"
"Surprised2","anim_sup_2.hap"
"Normal1","anim_normal_1.hap"
"Normal2","anim_normal_2.hap"
"Normal3","anim_normal_3.hap"
and my anim_angry1.hap
#HaptekSDK Version= 1.0 HapType= command FileType= text
load[ file= Hap_Angry.hap]
setswitch [figure= fullbod switch= shake_fist state= a]
my anim_angry2.hap
#HaptekSDK Version= 1.0 HapType= command FileType= text
load[ file= Hap_Angry.hap]
setswitch [figure= fullbod switch= shake_fist state= a]
and so on...if ya need more help let me know....short on time now :(
maybe ya could tell me how to get her to wear something besides that orange thing...:)
Mav
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To change the texture file for the body...
Here you need to get hal to load a script telling the player to load a few things... this is what i am not able to get to work right all the time as of yet.. example
AddToInitQueue("StartupCrystal();");
function StartupCrystal()
{
GrabFile('htrs/Crystal.htr', 'R');
GrabFile('textures/crystalshorts.jpg', 'R');
Usefile('textures/crystalshorts.jpg', 'R');
}
function resetCrystal()
i not only changed the out fits... she has about 10 of them but i changed the entire body and face texture map.. i resculped the shadows and shape of eyes nose and brows.. She has a skin that not only has some freakles and small moles here and there but close you can see pores... you have to work at a resolution 8 times bigger than the final skin will be.. then reduce it with vortex shading and samples... then save it as a .jpg with NO compression or sampling very high... you will need a lost of graphics horse power on your machine ect.. to run it I've got aFX5800 w/256 vid ram .. so i don't know how smooth it will run on less..
Here is a WAY up close example of how good you can get the skin to look.. notice the forhead wrinkles and nose wrinkles, moles freakles ..ect.. you can get the texture map from you full Bod to change by simply loading that HTR into the player then while it is on.. navigate to C:Program FilesHaptekplayer\temp <<< this folder is only there when the player is playing a file.. now you can copy all the files that it defalted... you will see the skin.. use it as a template to create you new one....
Here is an example of what you can do attached...
Have fun guys...
AS soon as i or we or someone figures out how to get this all mapped in Hal all the way I'll make sure to share it...
BTW I would upload some skins for you guys if i knew how to get them at zabba for you all to get...
Download Attachment: (http://images/icon_paperclip.gif) close skin.jpg (http://"http://www.zabaware.com/forum/uploaded/crunch/200451525356_close skin.jpg")
85.25 KB
Download Attachment: (http://images/icon_paperclip.gif) close2.jpg (http://"http://www.zabaware.com/forum/uploaded/crunch/200451532613_close2.jpg")
69.34 KB
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I have found a simpler way to load custom skins.
It seems the haptek player does not see the
<your install dir>/Zabaware/Ultra Hal Assistant 5/Characters/
folder so commands in the emotion .hap files like
Load [file= [Happy.hap]]
will not work as it cant find the file in that directory.
Haptek player however always looks in its own directory
first if you specify the right path.
so the following work's
Load [file= [data/standard/safe_moods/Hap_Pondering_Mysteries.hap]]
this is actually loading files from
(If you choose the default instalation location)
C:/Program Files/Haptek/player/data/standard/safe_moods
so for texturs on a charector you could put your texture file
in one of the Haptek players folders and then trigger it from the
start up emotion file (Normal 1 2 or 3 in default.psn)
with a command similer to.
settexture[tex= [data/standard/skins/body_maleMap2.jpg]]
for the above to work i created a folder called skins under
C:/Program Files/Haptek/player/data/standard
and put my modifyed skin in there.
Hope that helps.
"Data" A work in progress
(http://www.iol.ie/~fcorp/hal/data.jpg)
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Love the "Data" Hal and interface.
What a great idea. Please let us know how it goes.
I do have an interface question though. What is the color code for the input and ouput fields? I would like to be able to use more colors but do not know how to read the code.
Any Ideas
iam
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Glad you like the data.
The color codes are decimal.
i use the base converter in hexworkshop to convert the Hex values
that photoshop can tell you.
maybe theres an easyer way in photoshop, i dont know.
i have to reverse the hex though so 9A9CCC would be CC9C9A
before entering it in the base converter.
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quote:
Glad you like the data.
The color codes are decimal.
i use the base converter in hexworkshop to convert the Hex values
that photoshop can tell you.
maybe theres an easyer way in photoshop, i dont know.
i have to reverse the hex though so 9A9CCC would be CC9C9A
before entering it in the base converter.
Thank you Co6balt,
But do you know of a simple converter that or why to convert that I do not have purchase. Could I do it in an advance calculator or something?
iam
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ok,
Starting from the assumption you can get Hex values for colors
Lets say we want to get the code for pure red in decimal.
standerd format: Red 255 Green 0 Blue 0
Hex format : FF0000
before we enter this hex code into the convertor we need to change it around a bit.
1.switch the "FF" at the start for the "00" at the end so we have
0000FF
2.Add two zeros to the start of this hex code so we have
000000FF
3.Enter it in the following converter
http://www.eclectic-web.co.uk/awr/hex2dec.php
4. Out pops 255 or decimal red number that works in skin files
examp.2
7DFF4B
4BFF7D
004BFF7D
4980605 (n0t a nice green)[xx(]
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Thank you Crunch,
You crunch your time and knowledge is very appreciated. I could not figure that one out for anything.
As always, grateful
iam
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I have a question, it is probably very basic, so it will be very obvious that I'm new at this.[:D]
I realize that the .hap files in the character folder are for animating the character you have active. The one file I don't understand is the 'myScript' file. When is this file called upon by hal to utilize an animation?
In the Default.psn file is a list of moods that refer the program to certain animation files in the character file. So I guess it boils down to three questions(for now);
one-can I change angry2 in the default.psn file to direct hal to another animation?
two: Can I add any other animations to the list in the Default.psn file and still have the program recgonize it and utilize it?(I realize this would need to be scripted in, but with my limited experience and knowledge I could probably look right at script that would do just that and not recognize it).
three: Where does the 'myScript' file fit in? Is this a place for me to add animations of my own? And if so where do I need to reference it so Hal will be able to find it?(I'm thinking that would be the Default.psn?)
I know these question are probably over simple, but with my knowledge base(or lack there of, hehe) this is where I should start![:I]
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Also, Crunch, you mentioned getting hal to load a few files by typing in 'AddToInitQueue' where would I add that script? I'm getting a little turned around, hehe. Imagine that.
Dave
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view the new skin male[:D]
www.zabaware.com/forum/topic.asp?TOPIC_ID=2466
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other skin female of claude[:D]
(http://www.zabaware.com/forum/uploaded/claude/200588163732_jennyholliday.jpg)
(http://icon_paperclip.gif) Download Attachment: body_femaleMap1.zip (http://"http://www.zabaware.com/forum/uploaded/claude/200588163841_body_femaleMap1.zip")
63.85 KB
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Claude,
I'm glad you found my demo useful, but could you download the files to your server instead of inlining them from mine please. If you don't have a server please do the inline from hapteks site and not from mine.
Kahuna
quote:
Originally posted by claude
i try the script of the demo http[:)]
setgrouphypertext[action= [load [file= [anim_orgasm2.hap.txt]]] i0= 53] setcachedownload[file= [http://kahunanui.com/haptekdemo/scripts/anim_orgasm2.hap.txt] i0= 53] startcachedownload[i0= 53]
setgrouphypertext[action= [load [file= [anim_attitude.hap.txt]]] i0= 57] setcachedownload[file= [http://kahunanui.com/haptekdemo/scripts/anim_attitude.hap.txt] i0= 57] startcachedownload[i0= 57]
setgrouphypertext[action= [load [file= [get_naked.hap]]] i0= 60] setcachedownload[file= [http://kahunanui.com/haptekdemo/scripts/get_naked.hap] i0= 60] startcachedownload[i0= 60]
setgrouphypertext[action= [load [file= [anim_leg_spread.hap.txt]]] i0= 75] setcachedownload[file= [http://kahunanui.com/haptekdemo/scripts/anim_leg_spread.hap.txt] i0= 75] startcachedownload[i0= 75]
setgrouphypertext[action= [load [file= [anim_the_finger.hap.txt]]] i0= 63] setcachedownload[file= [http://kahunanui.com/haptekdemo/scripts/anim_the_finger.hap.txt] i0= 63] startcachedownload[i0= 63]
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dear kekahuna,
by having seeing your site on google, error come from indication on google, in effect site mentioned of haptek, I had not imagined that it was a personal site, then I found interesting to make experience on my fullbody, but it was not to harm, I am beginner in this technology, and perhaps that I have of make an error in the upload here. I am really sorry. Claude.[V]
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here is a skin new, on the singer karen carpenter, this time I have make a little better, it is even more resemble, if you put in him an oggsync, of karen's song.[8D]
(http://icon_paperclip.gif) Download Attachment: body_femalemapf.zip (http://"http://www.zabaware.com/forum/uploaded/claude/2005817195859_body_femalemapf.zip")
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(http://www.zabaware.com/forum/uploaded/claude/200581720146_karen1.jpg"]karen1.jpg)
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(http://www.zabaware.com/forum/uploaded/claude/200581720530_karen11.jpg)
(http://www.zabaware.com/forum/uploaded/claude/20058172064_karencarpenter.jpg)
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(http://www.zabaware.com/forum/uploaded/claude/2005817201311_karen31.jpg)
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I have downloaded a bunch of hap animation but am not sure how to get them to be used by my hap tech char.
do I have to add the file names in somewhere?