Hap Explorer

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Freddy

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Re: Hap Explorer BETA
« Reply #90 on: February 21, 2009, 02:26:32 pm »
Hmm task bar hiding the slider ?  I guess that's the one at the bottom - my best advice on that one is to use a higher resolution for your desktop.

It did used to work with just .NET 2, but I made a few modifications that meant it now needs 3.5

As for the lights, yes there are two things to know about - one is 'materials' and the other is 'lights'.  Hap Explorer only changes the material properties, there is no provision for controlling lights.  Most models come with lights already set up.  It's not possible to add lights to a scene once the scene is loaded - the lights need to be set up in a different file which is accessed when the scene/model is loaded.

I had thought about giving control over the more general lights but never got around to it.  One of the reasons was it isn't possible to determine what lights are actually in the scene.  This is a Haptek limitation.

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Carl2

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Re: Hap Explorer BETA
« Reply #91 on: February 22, 2009, 01:14:50 pm »
   Pretty sure you'r incorrect about the lighting, I agree that the characters have there own lighting haps.  There are lighting haps that I'm fairly certian came from Haptek, Light from above, light from below, from right and left that can be put in that will change the lighting.  I read the SDK and made a few myself that will work.  Your's  are much easier to use aand you can see the changes you make before putting it inop a hap form.  The floodlights would be a special purpose thing.
  I noticed net framework 2 in the older computer where I have loads of files for Hal, waiting for the USB memory stick to show up so I can move them into this computer.
Carl2

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Freddy

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Re: Hap Explorer BETA
« Reply #92 on: February 22, 2009, 01:21:22 pm »
Believe as you wish Carl, but I have done a lot of work on lighting and I can assure you that Hap Explorer only adjust's the material's properties - like their reflective, ambient and diffuse qualities.  In short, these properties deal with the way light is effected when it falls on the object.

Lights as used in the lighting Hap files are another kettle of fish, they are for controlling actual lights in the scene, like Spot and Directional - Hap Explorer has no way of changing these - unless you load a Hap file or something like that.

Material settings only have a local effect, ie the model in question, Lights on the other hand have a global effect.  Try putting two objects in one scene and altering the material qualities of each one and you will see what I mean.

A lighting Hap will work only if there are lights already in the scene, which in most cases is true.  Most Haptek models come with the default lighting of around 3 different lights.  That's why those light haps you mention work as they target the lights already in the scene.

When you change the material properties it changes the way light gets effected by the material in question; this is what you are doing with Hap Explorer when you use the sliders.  I hope that explains things a little better, but if in doubt, most of the information is in the Haptek SDK.
« Last Edit: February 22, 2009, 01:45:24 pm by Freddy »

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Carl2

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Re: Hap Explorer BETA
« Reply #93 on: February 22, 2009, 11:13:51 pm »
Freddy,
  I believe we are not understanding each other,  1, I agree the hrt wucompresses and loads a female body.hap.  2, I can, just did, drag a Light hap file in to change the lighting and I think this disagrees with  your statement of " It's not possible to add lights to a scene once the scene is loaded ".   3,  that Hap Explorer only adjust's the material's properties - like their reflective, ambient and diffuse qualities.
I'd add it controls ambient light and the Specullar Power of some lighting.  4, " That's why those light haps you mention work as they target the lights already in the scene." you seem to disagree with the statement in 2,.
  Here is the text from fullobodylight.hap 
Light=Ambient
LightColor=0.4 0.4 0.5

Light=LightOne
Type=DirectionalLight
LightColor= 1.0  0.8 0.8
LightDirection= .4 -0.5 2
  So we have the Ambient light and a directional light which must be Specular Power.  Reading your post over a few dozen times it's easier to see what your explaining.
I really like the Hapexplorer,  already used it to add body noise which I probably never would have been able to do,  quickly and easily been able to adjust the lighting so the character is not too bright.
  Frist I'll admit that the lighting is a little over my head and thanks for explaining it for me.  Second I've used it, like it and want to say thanks for putting in all the work.
  Working on vr's  vrHaptek plugin,  I installed it but the brain files weren't put in, triedusing Hal anyways and got those blank responses. 
Carl2

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Freddy

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Re: Hap Explorer BETA
« Reply #94 on: February 23, 2009, 02:12:09 pm »
Lol, well it's not an easy subject - here's my response.  I am using CAPITALS just to emphasise what the differences are, I am not shouting at you!

You said : "2, I can, just did, drag a Light hap file in to change the lighting and I think this disagrees with  your statement of " It's not possible to add lights to a scene once the scene is loaded ".

My reply : Like I said, it is NOT possible to ADD lights to a Haptek scene after that scene has loaded.  All you are able to do is control the lights ALREADY in the scene and that's why the light haps work - because most models have a default set of lights which get loaded at run-time.  The light haps are changing the properties of the lights ALREADY in the scene.

You said: "3,  that Hap Explorer only adjust's the material's properties - like their reflective, ambient and diffuse qualities.
I'd add it controls ambient light and the Specullar Power of some lighting."


My reply : Hap Explorer does NOT control any LIGHTS, all it controls is the MATERIAL PROPERTIES (the exception is; you can adjust the light settings if you load a light-effecting Hap file to target the PRE-EXISTING lights).  Hap Explorer can alter the Ambient and Specular Power of the MATERIALS but this is not the LIGHTS.

You said: "4, " That's why those light haps you mention work as they target the lights already in the scene." you seem to disagree with the statement in 2,"

My reply : It does not really disagree with 2, because I later said that it IS POSSIBLE to control lights ALREADY in the scene.

Key points :

MATERIALS = the surface of the models and the way they react to light.  Controllable by Hap Explorer with the sliders.
LIGHTS =  actual light sources in the scene.  Not controllable by Hap Explorer directly APART from being able to load light-effecting Hap files.  YES they can be ADJUSTED with a Hap file, but new or extra light sources cannot be added after the scene has fully loaded.  To add more lights you need to do external work on your lighting file.

----------------------------------------------------------------

Then you went on to the fullbodylight.hap...

You said : "So we have the Ambient light and a directional light which must be Specular Power."

My reply : Not really sure what you mean there, the directional light is not Specular power, directional light is as it's name suggests...a light-source shining in a certain direction.  My best understanding of Specular power is that it is a material's shininess or gloss.

That's about the limit of my understanding, I hope it makes some sense.  I'm still learning here too and am only reporting back what I have found to be true with Haptek.  I might be slightly off on my definitions, but from what I have learnt from working on Explorer and things this is the way it seems to work.

--------------------------------------------------------------


There's a good page at Haptek which says pretty much the same as what I have posted here.  Here's a quick quote from it :

"Lights are initialized in a lighting file, which is loaded by the scene file as described above. An example lighting file is "StandardLight.hap", installed with the player. A lighting file is the only place to create a light. They cannot be added to the scene during runtime. Once a light exists in the scene, its properties such as Color, Type, Position, and Direction may be modified with the \SetLight command. At this time, only Point, Directional, and Ambient lights are supported. Spot lights and Slide Projector lights may be added in the future."

You can find that page here :

http://www.haptek.com/developers/HaptekGuide4/MakinContent/scene/


In the end we will get there !  Finally, thanks for saying 'thanks', I'm glad you have found the program useful.  ;D
« Last Edit: February 23, 2009, 04:24:07 pm by Freddy »

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Maviarab

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Re: Hap Explorer BETA
« Reply #95 on: February 23, 2009, 02:34:46 pm »
hehe...y'all lost me at the lights  ::) ;D

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Freddy

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Re: Hap Explorer BETA
« Reply #96 on: February 23, 2009, 02:44:36 pm »
Damn it's hard to explain things sometimes  :D

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GT40

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Re: Hap Explorer BETA
« Reply #97 on: February 23, 2009, 04:42:41 pm »

Hi everyone. Just a little thought about lights and lightings. I'm not a specialist at all, but made a special light for my dear Meghan (the torso Lola from Haptek Corporate). Just a file I found, don't remember where, and altered.

http://gt40.chez-alice.fr/Haptek/Lighting.hap

With my adjustments, she gets lovely blue eyes (people who speak to her confirm!). I must say her teeth and tongue turn a little bit blue, too, but nobody complained.

I just want to say that, if I use this file (in the Haptek player or in a web page), then I can use any light_from-what-you-want.hap (and change it): the Lighting.hap (and its special blue light) is still active. Both lights are "mixed".

This was my (very useful, as always) participation.  ;D

"There is no RL. Only AFK." (Jamie Jervil, resident of Second Life)

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Freddy

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Re: Hap Explorer BETA
« Reply #98 on: February 23, 2009, 04:58:35 pm »
Thanks GT40 that's a useful and timely example of a 'Lighting File' hap.  8)

Which will, according to Haptek, get loaded at run-time and hence you will get two lights set up in your scene !

Which then you can freely change.

Yay!

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Carl2

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Re: Hap Explorer BETA
« Reply #99 on: February 23, 2009, 11:09:26 pm »
Freddy,
   After reading your frist post a few times my initial response was to take it line by line, towards the end I noticed I was doing this which I now regret.  Both your posts were meant to inform me and I'll say thanks.  While using the Hapexplorer I kept thinking I'll have to find out about this and that.  After reading your last post I opened the Haptek SDK. 
  I didn't find the pages I was looking for yet but will get back when I do.
  Seems interesting to me, while trying to get the material  on the character to look like the color in the jpg I had to change the material setting in the Hapexplorer which I did not want to do.
Carl2

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Freddy

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Re: Hap Explorer BETA
« Reply #100 on: February 24, 2009, 01:03:46 pm »
No problem Carl, I can assure you it was just as hard to explain it as it probably was to understand my ramblings!

I think the main thing is really to understand the difference between lights and materials.  It took me while to get to grips with and most of it was learnt when I was making Hap Explorer.  The SDK was some help in understanding things, but it's not as clear as crystal until you start to play around with it all.

Anyways, I was happy to try and explain - I hope it will make more sense to you at some point.  I am sure there are things I have missed and that there are still things to learn.  As always, good luck with your experiments  :)
« Last Edit: February 24, 2009, 02:14:05 pm by Freddy »

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Maviarab

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Re: Hap Explorer BETA
« Reply #101 on: February 24, 2009, 05:17:06 pm »
Ummm.....lights  ??? hehe  ::) ;D

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Duskrider

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Re: Hap Explorer BETA
« Reply #102 on: February 24, 2009, 08:54:55 pm »

I downloaded the hap explorer and the 3.5 net.
Hap explorer installed but said I need to install haptek player.
I have haptek player installed.
How can I tell it I have haptek player stalled or whatever I need to tell it.
Can you tell me without sending me to help files ?

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Freddy

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Re: Hap Explorer BETA
« Reply #103 on: February 24, 2009, 09:43:23 pm »
There's not much in the way of help files to point you to.  Only the basic user guide.

But, the way it looks for the Haptek player is to look in the registry I think - it's been more than a year and a half since I worked on this and I had stopped working on it, so I forget the exact details at the moment.

Do you use a registry cleaner that might have removed the entry for the Haptek Player ?

My best suggestion at this point is to say to you to reinstall the Haptek player and try again.

Lemme know how you get on.

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Duskrider

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Re: Hap Explorer BETA
« Reply #104 on: February 27, 2009, 02:04:09 am »

Hap Explorer never would work on my desktop computer.
But then lot of programs won't work there.
It did work on my old laptop. 
Laptop died in December.
New laptop is bought and will install hap explorer but it refuses to recognize my haptek player. 
I have installed and deleted haptek three times.  No good.
I installed and deleted hap explorer 3 times.
They refuse to meet even acknowledge each other exist. 
I drop Sandee on open Hap Explorer 3 times.  Now Sandee's mad.

 


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