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Movers |
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Movers (pick-up items) |
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1. Start making a simple pick-up mover |
Pick-up movers are usually small objects that the avatar can hold in his hand, put on his head , wear on his back, etc : we speak about food, toys, tools, weapons, hats, luggage,...etc. You can only select 1 pick-up-item mover at a time. You need to detach the mover first, before you can, select another. We will make a candy-cane mover. |
model : ccane35 |
We change the object type from model into "mover". And then we change the mover type into "Pick-up item". Then we see the object properties window for a pick-up item mover. (see picture 1) |
Name : ... |
Linking enabled |
Just like for the other mover types, you can link other objects or PE's to the mover. A few examples : a torch with a flame, a gun with fire PE, 2 candy bars instead of 1 |
Item to avatar tag : 8 |
The number which you can nter here refers to the body part where the mover object will be linked to. Every body part has a specific number. We show you the complete list of avatar tag numbers (1-78). Only tag numbers 1-22 will link the mover to the correct body part, except for fingers, toes and sternum. (see picture 2). |
We choose tag number 8 (right hand) and we click upon the mover and we see that your avatar is holding the ccane-object in his right hand. (see picture 3) |
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picture 1 |
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2. Avatar tag numbers |
Only the numbers with green text will work for the pick-up-item movers. The other tag numbers are just for info and can be used to make skinned avatars. (read for more information on the activeworlds wiki pages.) |
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picture 2 - avatar tag diagram |
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Standard avatar (human) |
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1. Pelvis |
aw_pelvis |
2. Torso |
aw_back |
3. Neck |
aw_neck |
4. Head |
aw_head |
5. Right sternum |
aw_rtsternum |
6. Right shoulder / upper arm |
aw_rtshoulder |
7. Right elbow / lower arm |
aw_rtelbow |
8. Right hand / wrist |
aw_rtwrist |
9. Right fingers |
aw_rtfingers |
10. Left sternum |
aw_lfsternum |
11. Left shoulder / upper arm |
aw_lfshoulder |
12. Left elbow / lower arm |
aw_lfelbow |
13. Left hand / wrist |
aw_lfwrist |
14. Left fingers |
aw_lffingers |
15. Right hip / upper leg |
aw_rthip |
16. Right knee / lower leg |
aw_rtknee |
17. Right ankle / foot |
aw_rtankle |
18. Right toes |
aw_rttoes |
19. Left hip / upper leg |
aw_lfhip |
20. Left knee/ lower leg |
aw_lfknee |
21. Left ankle / foot |
aw_lfankle |
22. Left toes |
aw_lftoes |
Other avatar tags : |
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23. Upper neck |
aw_neck2 |
24. Tail base |
aw_tail |
25. Tail 2nd part |
aw_tail2 |
26. Tail 3rd part |
aw_tail3 |
27. Tail edge |
aw_tail4 |
28. object1 |
aw_obj |
29. object2 |
aw_obj2 |
30. object3 |
aw_obj3 |
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Detailed tags : (most of them are facial) |
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31. hair part 1 |
aw_hair |
32. hair part 2 |
aw_hair2 |
33. hair part 3 |
aw_hair3 |
34. hair part 4 |
aw_hair4 |
35. right breast |
aw_rtbreast |
36. left breast |
aw_lfbreast |
37. right eye |
aw_rteye |
38. left eye |
aw_lfeye |
39. upper lip |
aw_lipupper |
40. nose |
aw_nose |
41. right ear |
aw_rtear |
42. left ear |
aw_lfear |
43. right eyebrow |
aw_rtbrow |
44. left eyebrow |
aw_lfbrow |
45. right eyelid |
aw_rtlid |
46. left eyelid |
aw_lflid |
47. right cheek |
aw_rtcheek |
48. left cheek |
aw_lfcheek |
49. right upper lip |
aw_rtlipupper |
50. left upper lip |
aw_lflipupper |
51. lower lip |
aw_liplower |
52. right lower lip |
aw_rtliplower |
53. left lower lip |
aw_lfliplower |
54. chin |
aw_chin |
55. back part 2 |
aw_back2 |
56. chest |
aw_chest |
57. right outer eyebrow |
aw_rtbrowouter |
58. left outer eyebrow |
aw_lfbrowouter |
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Detailed tags : (fingers) |
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59. right finger 1 bone1 (thumb) |
aw_rt1finger1 |
60. right finger 1 bone2 (thumb) |
aw_rt1finger2 |
61. right finger 2 bone 1 |
aw_rt2finger1 |
62. right finger 2 bone 2 |
aw_rt2finger2 |
63. right finger 3 bone 1 |
aw_rt3finger1 |
64. right finger 3 bone 2 |
aw_rt3finger2 |
65. right finger 4 bone 1 |
aw_rt4finger1 |
66. right finger 4 bone 2 |
aw_rt4finger2 |
67. right finger 5 bone 1 |
aw_rt5finger1 |
68. right finger 5 bone 2 |
aw_rt5finger2 |
69. left finger 1 bone1 (thumb) |
aw_lf1finger1 |
70. left finger 1 bone2 (thumb) |
aw_lf1finger2 |
71. left finger 2 bone 1 |
aw_lf2finger1 |
72. left finger 2 bone 2 |
aw_lf2finger2 |
73. left finger 3 bone 1 |
aw_lf3finger1 |
74. left finger 3 bone 2 |
aw_lf3finger2 |
75. left finger 4 bone 1 |
aw_lf4finger1 |
76. left finger 4 bone 2 |
aw_lf4finger2 |
77. left finger 5 bone 1 |
aw_lf5finger1 |
78. left finger 5 bone 2 |
aw_lf5finger2 |
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3. Adjusting the position of the pickup-item |
The ccane-mover is now in right hand of the avatar , but when you look closely the ccane-mover object is in fact linked to the wrist. ", but there is a way to adjust this in the object properties menu of the pick-up mover. |
We put the ccane mover ±40cm lower and and little bit forward (see picture 4). |
Locked offset (X Y Z) : 0.05 -0.40 0.05 |
We see that the cane is hidden partly in his shirt, so we will turn the mover horizontally, and turn the cane by 90 degrees (see picture 5) |
Locked pitch (-180° to 180°) : 90 |
If you want to turn the cane to the outer side, then another technique is needed. In that case you need to use another mover object ( but a very small object), and link the cane-object to that mover. The object must be so small , that you can hide the mover object inside the arm of the avatar and that you only see the ccane object. There are a few prim objects which can be used for that. |
p1cyl0005a |
p1pri0005a |
p2pri0005a |
p1tor0005 |
p1sph0005 |
p1pri0005b |
p2pri0005b |
p2cube0005 |
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model : p1sph0005 |
We change this object into a pick-up-item mover. Locked offset remains 0 0 0 , then the mover model remains inside the arm of the avatar and will not be visible. |
name : cane |
linking enabled |
Item to avatar tag : 8 |
Locked offset (X Y Z) : 0 0 0 |
Now we link the ccane object to this mover. |
model : ccane35.rwx |
create link cane |
Now we start moving the ccane35 object so that it is just below the mover object. And you rotate the ccane35 object by 90 degrees. And you start checking. After a few try-outs you will succeed. (see picture 6). |
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picture 3 |
picture 4 |
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picture 5 |
picture 6 |
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4. Scaling models with pickup-item movers |
You can't scale the mover object, but by using one of the small prim objects as mover object, you can link the objects and then scale those linked objects. |
For this example, we will use an nice apple which has been modeled by Tallan, but which is a bit too tall to hold in the hand of your avatar, that's why we will scale it. We use again the p1sph005 and change it into a pick-up-item mover. |
model : p1sph0005 |
name : apple |
linking enabled |
Item to avatar tag : 8 |
Locked offset (X Y Z) : 0 0 0 |
model : t_apple.rwx |
create link apple, scale 0.5 |
We put the apple just below the mover object, when we test this out, we see that the apple is outside the palm of the avatar hand. (see picture 7) |
Don't change the locked offset of the mover, because the mover object must remain hidden inside in the arm of the avatar. So now we move the apple object a little bit backwards (in this case) and a little bit upwards too so that it fits inside the hand of the avatar (see picture 8) |
On picture 9, you can see the position of the models towards the pick-up item movers, (to which they are linked). You also see how much the apple has been scaled. |
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picture 7 |
picture8 |
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picture 9 |
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5. Using PE's with pickup-item movers |
As an example for a Particle Emitter (=PE) which is linked to a pickup-item mover, we will make a torch. . We use the object rm-torch1 and we see that the object is too big and needs to be scaled . This means that we can't use the torch as a mover object and we use again the p1sph005 and change it into a pick-up-item mover. The torch will be linked to the mover. |
model : p1sph0005 |
name : torch |
linking enabled |
Item to avatar tag : 8 |
Locked offset (X Y Z) : 0 0 0 |
model : rm-torch1 |
create link torch , scale 0.5 |
We put the torch just below the mover object, when we test this out and we adjust by moving the torch upwards or backwards of sidewards until the torch fits in the hand of the avatar. (see picture 10) . Now we will add the flame . |
First teleport to the world AWFX. This is a world with particle emitters and you can download the PE-sets as well and upload them into the object path of your world. On position 0N 1E you will find a flame-PE. Select the PE-object (go into building mode and select the P-icon). You cannot save the preset, because this isn't a building world, but we can note down all the object properties and then rebuild the PE in your world. (see picture 12) |
Now build the same flame PE in your world and also link it with the mover : |
tag name: torch |
link to mover |
Now move the P-icon of the PE-object at the top of the torch object. Then go to the pick-up item and reselect "linking enabled" and we see the flame and we test if the torch mover works and we see that the flame is a bit too large.(see picture 11). Now go to the properties window of the flame-PE and change the size of the flame. Each time you change the size, you need to go to the pickup-item mover and re-activate "linking enabled". |
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picture 10 |
picture 11 |
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picture 12 |
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Our torch is finished , and now the next step is testing this torch inside a dark environment.We use objects and textures that will reflect when the world is dark: |
model : flata10 |
create texture rm-floor3 |
We use this model for the walls and the floor. Now we add a light reflection effect upon the torch model (and not on the mover or the particle emitter) |
model : rm-torch1 |
create link torch , scale 0.5 , light color=orange fx=fire |
Now we will make the world dark (for world owners). Go to the world properties : options - world - features - lighting and there you change the "shade color" from white into black and the "sun light color" from white into black as well and you choose "apply". Now we click upon the mover and walk around with the torch. (see picture 13) |
After this testing you can restore again the world settings. |
Another method which you can use and for which you don't need to change the world properties , is by using Zones. When entering the zone, the environment will be dark, whereas the rest of the world remains bright. |
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picture13 |
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