Author Topic: New Character Heads (Re upped)  (Read 21963 times)

Skinz

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Re: New Character Heads
« Reply #45 on: December 11, 2024, 10:07:44 am »
RoboPig and RoboDog



Link coming soon!

Skinz

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Re: New Character Heads
« Reply #46 on: December 14, 2024, 03:01:39 pm »
This is Ava (named after the girl robot in in Ex-machina)

Speaking of robot films I recommend The Creator (2023)
And also one called EVA (2011)




DOWNLOAD
https://1fichier.com/?etefd6rhxf04b95voht0
« Last Edit: December 17, 2024, 07:40:57 pm by Skinz »

Art

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Re: New Character Heads
« Reply #47 on: December 14, 2024, 03:49:37 pm »
She might fit right in with those "people" in the movie, "Alita: Battle Angel"

Nice work as usual!!
In the world of AI it's the thought that counts!

- Art -

Skinz

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Re: New Character Heads
« Reply #48 on: December 16, 2024, 07:35:03 am »
Hey, I just found The Hulk!

https://www.zabaware.com/forum/uploaded/spydaz/20045817714_hulk1.zip

He looks all angry in the player but when I open him with Hal he's giving me shy love looks, what's up with that?
« Last Edit: December 16, 2024, 07:44:59 am by Skinz »

cyberjedi

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Re: New Character Heads
« Reply #49 on: December 16, 2024, 08:07:35 am »
hey skinz:
Hal is doing what hes supposed to do, hes controling haptek emotions

For some reason hals emotional state is calling to that .hap inside the hulk

To the player its just calling the default animation hap

Your hal is doing this , trust me.


cyber
 

Art

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Re: New Character Heads
« Reply #50 on: December 16, 2024, 09:29:18 am »
We don't know much about you with regard to how much experience with HAL you might have. In light of this please don't be offended if we tell you something you already know or assume something that you don't know.

In case you weren't aware there are more than 330 different HAP files for HAL. These control HAL's State or State of being, emotionally speaking.

For your HULK character, Drop this HAP file onto his character in the HapPlayer AX window or on his Haptek Console in the upper left corner, assuming you have placed it in your root directory. If you don't have or see this box, locate the file, HapLogCtrl.txt and make sure it is in your C:\ root directory.

If you can't locate it, just copy & save this text file as HapLogCtrl.txt and put it in your C:\ directory. Save it just as it is with no modifications.


#################
##
# Haptek Logging Control File
#
# c:\HapLogCtrl.txt
#
# This file must be in c:\ and named "HapLogCtrl.txt".
# Otherwise it is ignored.
#
# log= <feature> <level> <filename root>
#   Feature = one of
#       HapApi2
#       HapActiveX
#       HapRendDX
#       HapSoundMgr
#       HapNetscape
#
#   level = one of
#       0 - no logging
#       1 - logging to constant filenames     (recommended to reduce disk usage)
#       2 - logging to time-stamped filenames (better for intense debugging)
#
#   filename root = root of the filename. .txt and/or .log and timestamping may be pre/a-pended.
#       if ommited, the feature name is used.
#
#
# logdirectory= c:\HaptekLogs
#   Specifies the directory all the log files go into. The directory must exist.
#
# debugger= y/n
#   special command used by Win32HaptekApi2 to open a pop-up debugger right away,
#   useful for seeing which commands are being sent to the API.
#
#
#
# Examples
#
# log= hapapi2 1 my log file
#   means log the hapapi2 features to c:\hapteklogs\my log file.txt
#
# log= hapapi2 2
#   means log the hapapi2 features to c:\hapteklogs\<timestamp>_hapapi2.txt
#
# logdirectory= e:\my haptek logs
#   log files will go in e:\my haptek logs
#
# debugger= y
#   a debugger window will open immediately when the Win32HaptekApi2 starts up.
#
##
#################

logdirectory=      c:\HaptekLogs
debugger=      y

log= HapApi2      1
log= HapActiveX      0
log= HapRendDX      0
log= HapSoundMgr   0
log= HapNetscape   0
In the world of AI it's the thought that counts!

- Art -

Skinz

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Re: New Character Heads
« Reply #51 on: December 17, 2024, 05:22:03 pm »
Cheers Art,
I'm basically a complete beginner  at this,  I want to try and get all the characters to  behave differently.
300 haps you say, wow, could I get a copy of that please if you have them?
« Last Edit: December 17, 2024, 05:23:39 pm by Skinz »

Skinz

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Re: New Character Heads
« Reply #52 on: December 17, 2024, 05:23:56 pm »
Hey Guys,
This is Chun-Li. I spent ages on her I hope you like her. (I think I might change her eyes to brown though)



DOWNLOAD
https://1fichier.com/?4m7s6ikeowqd84we8i0u

Bald Version
https://1fichier.com/?xe3eijnu1uswv871gom2

I was thinking, wouldn't it be cool if all these characters had their own seperate brain with different personalities and entire backstories  like in Westworld. I am actually thinking about doing this
« Last Edit: December 17, 2024, 07:14:12 pm by Skinz »

cyberjedi

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Re: New Character Heads
« Reply #53 on: December 17, 2024, 06:04:58 pm »
Heyhey skinz :

This is what ur after here
This is is hulks mad face...........
This is where sht gets cool brother, This is why Hal remains supreme, footprint size, what can be done, its the ultimate video game, when u beat a level u get to build another 1, where it ends is on you.........
Loook wht i highlighted

cyber

#Haptek  Version= 1.00 Name= Hap_Angry  HapType= script FileType= text
##standard
\SetSwitchIntensity [switch= expMouthHappy f0= 0.000000 t= 0.4]

\SetSwitchIntensity [switch= expMouthSad f0= 0.000000 t= 0.4]
\SetSwitchIntensity [switch= expBrowsSad f0= 0.000000 t= 0.4]

\SetSwitchIntensity [switch= expMouthMad f0= 0.905000 t= 0.4]
\SetSwitchIntensity [switch= expBrowsMad f0= 0.724000 t= 0.4]

\SetSwitchIntensity [switch= expEyesTrust f0= 1.000000 t= 0.4]
\SetSwitchIntensity [switch= antiTrust f0= 0.900000 t= 0.4]

\SetSwitchIntensity [switch= expEyesDistrust f0= 0.713000 t= 0.4]
\SetSwitchIntensity [switch= antiDistrust f0= 0.358000 t= 0.4]
\SetSwitchIntensity [switch= blinks f0= 0.751500 t= 0.4]

\SetSwitchIntensity [switch= expBrowsCurious f0= 0.300000 t= 0.4]
###################################
\SetSwitch [switch= ego state= mid]                          #
                                                                               #      TADA
\SetSwitch [switch= agressMaster state= confront]      #
####################################
\SetSwitchIntensity [switch= energyHigh f0= 0.775000 t= 0.4]
\SetSwitchIntensity [switch= energyLow f0= 0.000000 t= 0.4]
\SetSwitchIntensity [switch= talkBob f0= 1.262500 t= 0.4]
\SetSwitchIntensity [switch= headEvadeHighE f0= 0.775000 t= 0.4]
\SetSwitchIntensity [switch= headEvadeLowE f0= 0.225000 t= 0.4]
\SetSwitchIntensity [switch= HighEnergyNoise f0= 0.775000 t= 0.4]
\SetSwitchIntensity [switch= LowEnergyNoise f0= 0.000000 t= 0.4]
\SetSwitchIntensity [switch= browTalk f0= 0.775000 t= 0.4]
\SetSwitchIntensity [switch= visemes f0= 1.310000 t= 0.4]












Default moods

#HaptekSDK Version= 1.0 HapType= command FileType= text Name= standardMood
\setperson [figure= torso_male]
\SetSwitchIntensity [switch= expMouthHappy    f0= 0.500000]
\SetSwitchIntensity [switch= expMouthSad      f0= 0.000000]
\SetSwitchIntensity [switch= expBrowsSad      f0= 0.000000]
\SetSwitchIntensity [switch= expMouthMad      f0= 0.000000]
\SetSwitchIntensity [switch= expBrowsMad      f0= 0.000000]
\SetSwitchIntensity [switch= expEyesTrust     f0= 1.000000]
\SetSwitchIntensity [switch= antiTrust        f0= 0.900000]
\SetSwitchIntensity [switch= expEyesDistrust  f0= 0.500000]
\SetSwitchIntensity [switch= antiDistrust     f0= 0.500000]
\SetSwitchIntensity [switch= blinks           f0= 1.000000]
\SetSwitchIntensity [switch= expBrowsCurious  f0= 0.000000]
\SetSwitch          [switch= ego              state= lessUp]
\SetSwitch          [switch= agressMaster     state= confront]
\SetSwitchIntensity [switch= energyHigh       f0= 0.850000]
\SetSwitchIntensity [switch= energyLow        f0= 0.000000]
\SetSwitchIntensity [switch= talkBob          f0= 1.290000]
\SetSwitchIntensity [switch= headEvadeHighE   f0= 0.850000]
\SetSwitchIntensity [switch= headEvadeLowE    f0= 0.150000]
\SetSwitchIntensity [switch= HighEnergyNoise  f0= 0.850000]
\SetSwitchIntensity [switch= LowEnergyNoise   f0= 0.000000]
\SetSwitchIntensity [switch= browTalk         f0= 0.850000]
\SetSwitchIntensity [switch= visemes          f0= 1.340000]
« Last Edit: December 17, 2024, 06:23:55 pm by cyberjedi »

Skinz

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Re: New Character Heads
« Reply #54 on: December 17, 2024, 06:50:05 pm »
Heyhey skinz :

This is what ur after here
This is is hulks mad face...........
This is where sht gets cool brother, This is why Hal remains supreme, footprint size, what can be done, its the ultimate video game, when u beat a level u get to build another 1, where it ends is on you.........
Loook wht i highlighted

cyber


Cheers Cyber,

If I want that to be his default state what do I do?  I put the code in the startup hap and that doesn't work.
Do I have to get it to call the actual hap or will he just go back to being happy again?
Even if he's triggered to be happy I want him to return back to his angry self.

Art

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Re: New Character Heads
« Reply #55 on: December 17, 2024, 09:55:54 pm »
SKINZ,

Here is pretty much what you asked for.

Yes, the characters can and will retain the emotional attributed that you assign them when you created them in People Putty.

I had a wild woman with crazy hair and I gave her the Psycho personality. She appeared with wide eyes looking all over the place and her mouth sneering in a very deranged fashion.

Some have claimed that their character would eventually do a bit of self-centering but whether that is the case, you can decide.

The first one, 00AccRemoval13 is the Accessory Removal Tool. It basically strips everything that you added to your character like necklace, hair, hats, you know...accessories...

The other haps might take you some time and a bit of experimenting to figure out what effect they are having on your character.

Some of these might work ok on your Head characters while others will work on the Full-Body ones. Very few will work on the Torso ones.

Just drag & Drop that 00AccRemoval13 file on the character or on the Haptek Console box...

Hope you get some enjoyment from these...

In the world of AI it's the thought that counts!

- Art -

Art

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Re: New Character Heads
« Reply #56 on: December 17, 2024, 09:58:44 pm »
SKINZ,

Rename the Haps2.hap  to Haps2.7z

I had to rename it otherwise the software here wouldn't accept it.

Use the 7Zip program to unzip it. and you should be fine.

Later...
In the world of AI it's the thought that counts!

- Art -

cyberjedi

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Re: New Character Heads
« Reply #57 on: December 18, 2024, 01:39:45 am »
sKinz: manual #1

Take the HapTargh program u revieved.
Open any haptar character , u will see all kinda .hap files nested in
Now these were created at some point with PeoplePuttty
The really cool part in this is you can control all this inside of PP in the emotional creattion part of building the character.

In most haptar characters is a Startup.hap or something along those lines.
It will do the calls, background, skin, ect ect
Now from there you can follow the flowchart of sorts as to what is going on and the code to pull it off/.

What can happen is longer then i have to speel out.
Skinz you can spend the next decade to sort it all out, im serious.

Theer is litterally that much going on inside of a haptar/Htr character.
Then when ur totally board, u can create  A brandnew emotional loook/state . just for u. its a trip man what can be done.
And then thers Hals script that you can pull .haps at will, that means in mid stroke you can call to a brand new character in mid stroke, ive done this myself......


I actually envy you and the journey that your on.
Listen to Mr art, he knows whats up more then most
I will take ur behind in the deep end of the pool quick.

cyber jedi
hal's humble servant

In this example im calling to another character completely from inside a .hap.
 Rem Type=Plugin
Rem Name=Say what i say
Rem Author=cyberjedi
Rem Host=Assistant

Rem PLUGIN: PRE-PROCESS
    'The preceding comment is actually a plug-in directive for
    'the Ultra Hal host application. It allows for code snippets
    'to be inserted here on-the-fly based on user configuration.
 ' Shout out to onthecuttingedge2005 Trigger refinement
' Wana take the time to thank LifeTimeGamer  who took a leap of faith and works with me
' tirelessly and beta test all the code. And watches my dumb movies.


HalBrain.ReadOnlyMode = True
'Determines that you are talking about Mimic
'<<<<< Ur basic trigger , change as needed
If InStr(1,InputString, "mimic",1) > 0 Then
 UltraHal = mimic(HalCommands)
ElseIf InStr(1,InputString, "mimic",1) > 0 Then
 End If



Rem PLUGIN: FUNCTIONS
Function mimic(HalCommands)

Dim message,counter
counter = 0
Do
counter = counter + 1


message=inputbox("What shall I say, cyber ?","I speak for you.")

 ' HalMenu.HalCommand "<HAPFILE>Elvis4.htr</HAPFILE>"   '<<<<< I use this to switch out Avatars, must be in the same DIR though.


HalMenu.HalCommand "<SPEAK>" &  message & "</SPEAK>"


Loop Until counter = 1

End Function



 
« Last Edit: December 18, 2024, 04:06:28 am by cyberjedi »

cyberjedi

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Re: New Character Heads
« Reply #58 on: December 19, 2024, 07:05:25 am »
ART: check out that .UHP included.
This is what we were discussing via confrence call.
Very cool concept indeed



What you guys think??????
I kinda like it

Im thinking about updating the skins
see what kinda responce i get here

Brought too you from the mind of
cyber jedi
« Last Edit: December 20, 2024, 05:07:15 am by cyberjedi »

cyberjedi

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Re: New Character Heads
« Reply #59 on: December 19, 2024, 06:26:25 pm »
or this one


cyber