Creating Avatars for ActiveWorlds

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Creating Avatars for ActiveWorlds. Modeling your Avatar. Each body part must be a separate object Arms, legs, hands, torso, pelvis, etc. Setting up the Avatar. Each body part must have its own material. Exporting the Avatar. Export everything as one Wavefront .obj. Using Accutrans. - PowerPoint PPT Presentation


Creating Avatarsfor ActiveWorldsModeling your AvatarEach body part must be a separate objectArms, legs, hands, torso, pelvis, etc.Setting up the AvatarEach body part must have its own materialExporting the AvatarExport everything as one Wavefront .objUsing AccutransDownload/Install ( ModelImport .obj into AccutransSet up AvatarOpen avatar windowSet tags for body partBuild avatar hierarchyAvatar Joints Set auto position for joints in the joints tabAdjust any joints if neededX - Left/RightY - Front/BackZ - Up/DownApplying ImagesAssign images to each body partUnwrap any body part that might need it (Face)SavingSave with optionsRenderwave object (.rwx)Check AvatarPick filenameSaveImport into WorldZip up .rwx filePut .zip into avatar folder and any textures into the textures folderAdd Avatar to avatar file (Next Step)Adding SEQsOpen in avatar folderOpen avatar file in wordpadDeciphering Codebeginimp/endimp - general behaviors for avatar (walking, flying, waiting)beginexp/endexp - special actions for your avatar when you press a button in the ActiveWorlds browserCreating SEQsAdd life to your Avatars!Animate joints using Key frames30 frames = 1 secondMake your Avatar wave, walk, or even danceSaving SEQsZip SEQ fileAdd to SEQ folderAdd SEQ file to avatarTestingClear world cacheShow DownloadsRight click and empty cacheSelect avatar from Avatar menuTroubleshootingScale - adjust the scale in the "Save with options" window in AccutransTextures - make sure the images are in the right folder and applied to the body parts correctlyLaggy - Model may need to be optimized better to have a smaller filesize