Working with Haptek

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Carl2

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Working with Haptek
« on: June 10, 2015, 12:30:39 pm »
  I've worked with Haptek for ages and found you can open the character .htr and make changes, unfortunately this corrupted the .htr and it was not usable.  I'd learned Haptek used a B2 compressor and looked everywhere for this compress and uncompress tool and have found one is now available.  The link is    http://download.cnet.com/7-Zip/3000-2250_4-10045185.html
   I downloaded it last night and put a htr in it and it generated an uncompressed file which I could open in wordpad. I could make a change and save it, when it was loaded in the hap player and it was worked.  I just tried the same thing this morning with Sandy and got  the same good results.  So basically you can change backgrounds, character position, clothing on the character and quite a few other things and have it appear in the hap player.  I've a lot more to experiment with but it looks promising. 
Carl2

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squarebear

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Re: Working with Haptek
« Reply #1 on: June 10, 2015, 01:14:41 pm »
Just a shame you can no longer share it with anyone on the net...
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Carl2

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Re: Working with Haptek
« Reply #2 on: June 10, 2015, 10:03:02 pm »
  A shame is right, not much happening in AI and Haptek is a thing of the past.  We had some very good people working on Hal and just about all have moved on.  I had very good feelings last night but who gives a dam.  How are you doing with your bot?
Carl2

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squarebear

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Re: Working with Haptek
« Reply #3 on: June 10, 2015, 10:15:36 pm »
I used to love Haptek but it was a calamity when it stopped working for anything higher than XP on the net.
Mitsuku is doing well. Just training her up on Winograd Schemas ready for the Loebner Prize.
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Freddy

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Re: Working with Haptek
« Reply #4 on: June 10, 2015, 11:45:15 pm »
That's pretty cool though Carl, well discovered. I left Haptek a long time back, but it's sure to interest the remaining devotees over on Zabaware.

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Carl2

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Re: Working with Haptek
« Reply #5 on: June 11, 2015, 03:32:37 am »
  Freddy, I surely realize you've moved on and after years I began to see some of the flaws in haptek and I can't blame you for moving on to other things. Quite a few people have visited Zabaware and showed what is possible and moved on.  Just visited this site yesterday to get some info on changing the Voices for someone at Zabaware.  Keep up the good work, you'll succeed at whatever you try.
Carl2

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Carl2

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Re: Working with Haptek
« Reply #6 on: June 21, 2015, 12:08:56 am »
  I've been working with Haptek again, noticed I had left some notes on the earlier work I'd done with it which were helpful since its been so long.   Simply I'd like to use the files generated when the haptar is uncompressed and the files show in the haptek temp folder.  I've already tried this and found it will not work but I'll try it again with the simpler Sandy face haptar.  I've just opened Sandy in the Hapregestry, her face is showing in the window and there are 33 files showing in the haptek temp folder.  I have closed the Hapregestry which has removed the 33 files that was in the temp folder, we disregard the 24 hr grace period.  I've restarted the Hapregestry and loaded Sandy the Uncompressed htr which is larger than the original  compressed Sandy htr, this loads the face again , there are 33 files in the temp folder.   There was no readme file during the initial trial, but during the second trial the uncompressed Sandy haptar is missing and the readme file is there.  I had opened the htr in worpad and made a change in the version number, change from 1.0 to 1.00 and saved the change, it still works so further work looks like it can be done.
Carl2

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Art

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Re: Working with Haptek
« Reply #7 on: June 21, 2015, 03:30:42 am »
I see no problem with one sharing the resulting characters created (haptar or htr files) from the original Haptek program as has always been the case. The main People Putty program, might still be a sticky wicket especially if the copyright is still good. After than, all bets might be off as it's no longer supported or maintained to any degree.

Let your conscious be your guide. Otherwise, if anyone is still using PP and creating some new and or unique characters, do feel free to share them with the rest of us.

Thanks for playing....
In the world of AI, it's the thought that counts!

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spydaz

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Working with Haptek
« Reply #8 on: June 22, 2015, 12:38:45 am »
I did like haptek and try to revive it but it crashes out visual studio 2013 ... If this problem was resolved the program would still have life ...
Pity ;
I tried making actives controls but I think that the highest it worked for was visual studio 2010 ...
Worked fine in vb6 ...

It's ok to share content but not resell the content ...

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Art

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Re: Working with Haptek
« Reply #9 on: June 22, 2015, 10:14:24 am »
A lot of people simply used an older PC that was XP based and People Putty would run great!

For Vista (hate to even say that word), 7 and 8 one could use the Cars program for smooth operation of the Haptek characters but NOT the People Putty Program. Nope...didn't like 7 or 8 at all...just XP.

And so it goes....
In the world of AI, it's the thought that counts!

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Carl2

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Re: Working with Haptek
« Reply #10 on: June 23, 2015, 12:22:47 pm »
   I never got into the people putty program, I went from face Sandy to the fullbody, The fleshy characters were great but there was a problem with the audio causing undesired movements in them in win 7 or vista.  Amanda Interactive is still online      http://www.amandainteractive.com/     and has a Haptek 360 Player that looks interesting but is not released yet. 
  I did learn that the 7 zip download software  is unable to uncompress a compressed htr file.  I even changed the  extension to .Bzip2 and it still would not work but the haptek player allowed it to work with that extension. Unexpected results plus the Haptek player, Hapregestry  and Hal program each seem to have there own standards as to what will work and what will not work.
 Carl2

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Art

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Re: Working with Haptek
« Reply #11 on: June 24, 2015, 10:09:28 am »
Carl2,

That's why I mentioned use of the Cars program to set the number of Cores in your processor to use when running Hal or Haptek viewer window. It made a huge difference in the overall smoothness of the character's animations.
In the world of AI, it's the thought that counts!

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Carl2

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Re: Working with Haptek
« Reply #12 on: June 26, 2015, 11:09:20 pm »
Art,
   I do use the cars software when using the hapregestry or just the hap player,  the hal program seems to have something built in and doesn't need it.   There was a special issue with win 7 or vista and the audio caused problems with the fleshy characters, about the time Alactive was introduced, they went backwards and took out the fleshy portion because of the problem.  Amanda Interactive has a 360 background where the background moves around but it's not released yet.
Carl2

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Art

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Re: Working with Haptek
« Reply #13 on: June 27, 2015, 01:52:03 am »
When using Zabaware's UltraHal program and Windows 7 without the CAR program, the character movements were so jerky and unresponsive that it wasn't worth running the Hal program at all.
The Car software made things way smoother and responsive.

Alactive while interesting simply allowed a character to stay centered in the screen and change backgrounds, clothes, music, etc. Turn right, left zoom in and out. Unfortunately, the program was practically over as soon as Windows XP was shelved (and Haptek was unsupported).

I'm sure it probably appealed to some graphic oriented people but not so much for the A.I. buffs.
« Last Edit: June 27, 2015, 09:18:00 pm by Art »
In the world of AI, it's the thought that counts!

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Carl2

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Re: Working with Haptek
« Reply #14 on: June 27, 2015, 01:00:17 pm »
  I didn't realize Alactive had been out that long, I do remember when the car program came along.  I'd stayed with the head, Sandy for a while and eventually switched to the Fullbods, after quite a while she finally lost the boots.  To me the character is one thing, the Hal program is the other thing.  Graphics I'd put in another category and call that the bodyskin which is very dependent on lighting.   Once you get into the fleshy characters you can work with the .phy and things get interesting and the .def files contain switches for animations. 
  I've been looking through the CD copies I made for Hal and come across quite a few things from ages ago which may come in handy since a lot have disappeared from the internet.  Lots to do, it's a matter of setting priorties as to what you would like to accomplish. 
Carl2

 


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