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       New Things for Avatars
      Courtesy of Stacee 
       This article is going to be about avatars again. Seems there is a lot 
        of interest out there about avatars, how to make them, how to use them, 
        how to make seqs for them. Avatars are enough to cover probably about 
        2 years worth of Newsletter articles, so here we go with some more info. 
        By the way, I figure I should throw in here that if anyone out there has 
        a question that they'd like to see answered in this Newsletter about any 
        modeling topic, please send it my way, at stacey@activeworlds.com. 
        For now, let's get on with avatars. 
         
        Now, for anyone that doesn't want to know about 4.1....PLEASE, read no 
        further! That's right, there are going to be a few small 4.1 spoilers 
        in this article, so if you want to be thoroughly surprised, don't read 
        this article. 
         
        Years back now, tags 32-42 were added into the list of usable tags for 
        avatars, but it was soon discovered that these new tags didn't work. When 
        work was started on 4.1, this issue was addressed, and the tags were finally 
        fixed to work in 3.6, and an additional set was added to work in 4.1. 
        Therefore here is the list: 
         
        1-pelvis 
        2-back 
        3-neck 
        4-head 
        5-rtsternum 
        6-rtshoulder 
        7-rtelbow 
        8-rtwrist 
        9-rtfingers 
        10-lfsternum 
        11-lfshoulder 
        12-lfelbow 
        13-lfwrist 
        14-lffingers 
        15-rthip 
        16-rtknee 
        17-rtankle 
        18-rttoes 
        19-lfhip 
        20-lfknee 
        21-lfankle 
        22-lftoes 
        23-neck2 
        24-tail 
        25-tail2 
        26-tail3 
        27-tail4 
        28-obj 
        29-obj2 
        30-obj3 
        31-hair 
        32-hair2 
        33-hair3 
        34-hair4 
        35-rtbreast 
        36-lfbreast 
        37-rteye 
        38-lfeye 
        39-lips 
        40-nose 
        41-rtear 
        42-lfear 
        (New to 4.1) 
        43-rtbrow 
        44-lfbrow 
        45-rtlid 
        46-lflid 
        47-rtcheek 
        48-lfcheek 
        49-lip2 
        50-lip3 
        51-lip4 
        52-lip5 
        53-lip6 
        54-chin 
         
        Note a number of the new tags seem strange ones to add for avatars, since 
        they deal so much with the face area....skinned  
        avatars will take advantage of a lot of these tags. But there are a few 
        of these new tags I do want to talk about ....particularly the ones that 
        deal with the eyes.  
         
           
         
        Many would agree that eyes are very expressive on a person. In AW, there 
        has been a slow evolution of the eyes. First there were...no eyes. Then 
        we graduated to painted eyes. Someone got clever and made blinking avatars 
        by way of an animated seqs for the face. And eventually we moved to avatars 
        that had blinking eyes by way of sequence-animated eyelids. We now come 
        to the next level of expressive eyes, and it's incredible...eyes that 
        actually MOVE where you are looking. You've heard of autowalk for the 
        avatar.dat that modulates an avatar's walking to look more normal. Welcome 
        to Autolook. This command for 4.1 is going to make it so an avatar will 
        actually turn in the direction it's looking from the waist up....and this 
        includes the eyes. So time to whip out these new avatar tags and make 
        awesome use of them. 
         
           
         
        Something that really hasn't been done before is to give avatars separate 
        eye pieces, or eyeballs. There really was never any need to before. Making 
        them is easy enough, a round sphere with an eyeball texture mapped on. 
        Now note that on the side view, we can see that it's only a half-sphere. 
        By chopping the eyeball in half like that, you save on polygons (faces), 
        and the less polygons, the better...cuts down on lag. Each eye is only 
        51 polygons, and no one will see the back of the eye, so flat is just 
        fine. The axis for the eyeball is marked in green...should be in the middle 
        of the eye, but lined up with the flat back. Let's use the new tags on 
        these and mark them respectively aw_rteye and aw_lfeye (tags 37 and 38). 
         
         
          
         
        Now, what about the head. You could possibly delete the polygons where 
        the eye used to be painted on the head and then just let the eye show 
        up behind there, but this creates a problem....the inside of the avatar's 
        head is invisible, so you will see the eye but on the spaces around the 
        eye you will see right through the avatars head into open space. Will 
        look freaky. A better option would be to do like the picture above. On 
        the texture for the head, I blanked out the eyes so it looks like they 
        have none...just the whites of the eyes. Then I indented the vertices 
        from the eye areas back into the head. Picture taking your fingers and 
        poking the eye areas on a clay head back into the head...that's what we're 
        doing on the head model.  
         
          
         
        Then it's a trick of lining up the eyes and making sure they look normal. 
        Note the eyeballs overlap the indented eye sockets, this is just what 
        you want. It might take a bit of playing around with the eye socket areas 
        and some eyeball resizing, but when it's done, it should look something 
        like the picture above.  
         
          
         
        And again, avatars that blink look much more alive then those that don't. 
        So we'll add some eyelids. These eyelids were made from the eyeball objects 
        but elongated to fit over them when they blink. I should have chopped 
        them in half, because again, the back half never comes out of the head...no 
        one sees them, and that saves on polygons. Have to go back and do that.The 
        axis for the eyelids is marked in green. I made the eyelash pieces separate 
        but you don't necessarily have to. You could make it part of the texture. 
        We'll take advantage of the new tags for 4.1 and name the eyelids aw_rtlid 
        and aw_lflid (tag 45 and 46). 
         
        Okay, how to glue these. Note in the picture at the beginning when we 
        were making the eyeballs, that there is a green cube behind the eye. Remember 
        those from the last lesson? This is our hierarchy end. One behind each 
        eyeball. Click on one of the eyeballs, then click on Glue as Child, and 
        click on the cube behind it. Repeat with other eye. For the eyelids, since 
        I made a separate eyelash piece, I can use that in place of a cube. So 
        I click on an eyelid, Glue as Child, and then click on the eyelash piece. 
        Repeat for the other eyelid. Then I click on the head. Hit Glue as child, 
        click on the cube inside the head, click Glue as Sibling, and hit one 
        eye, second eye, one eyelid, second eyelid, and finally the hair (if any). 
        Whallah, head is read to be glued to neck. 
         
        One last thing that we have to take into consideration is that cobdump3 
        doesn't know how to convert some of the newer tags  
        for avatars. Hopefully, that will be updated with the release of 4.1. 
        In the meantime, you can do it manually in the rwx. Go near the bottom 
        where it puts the clumps into hierarchies. Look for any named parts that 
        don't have "Tag x" above the "ProtoInstance aw_namepart" 
        and then place the appropriate tag number in, like the example below: 
         
         
        ClumpBegin 
        Translate 0.003 -0.81778 -0.064001 
        Tag 45 
        ProtoInstance aw_rtlid 
        ClumpBegin 
        ProtoInstance _51 
        ClumpEnd 
         
        Okay, you now have an avatar that's ready to use in 4.1 with the new Autolook 
        command, as well as the new blinking seqs made  
        for the new tags, like this handsome guy below.  
         
   
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