Hi Reslav,

On Thu, Mar 3, 2022 at 8:26 AM Reslav Hollos <[email protected]>
wrote:

> Hi Mark,
>
> I've added "Principled BSDF" node materials and approximated the values to
> match the look,
>

It should not require any "approximation", the skin texture is there, as
well as several different eyeball textures.

There's the scary-looking
https://github.com/opencog/blender_api/blob/master/textures/eva.COL.png
and then a "subdermal" evaSubdermal.COL.png and then some skin gloss
texture eva.GLOSS.png and perhaps a skin-transparency (so the subdermal
shows through??? guessing wildly) in eva.DISP.png .. there are textures for
the inside of her mouth, the eye.png but also eyeCornea.png  and finally,
long long eye lashes.png

I spent multiple sessions earlier this week, trying to figure out how to
wire it all up and was completely stumped.

I can see that original blender file access these textures.  I can also see
many dozens of animations, but again, was stumped as to how to make them
run.   I think its important to port these, because they all looked pretty
good (to my untrained eye. Certain cough cough sculptors in the house were
less than happy.)  The only "major" flaw was that if you used the various
viseme animations (visual phonemes) while she's talking, and then made her
smile, the mouth would go weird.

--linas


> except the eye's displacement (if you zoom in really close) which I've not
> figured out yet.
> Shadows/lighting are not tested, I can continue on this in a few days, but
> hopefully this would be sufficient for you to start getting some visuals.
>
> The blend file is here
> https://github.com/Radivarig/blender_api/blob/update-materials/Eva_nodes.blend
>
> Best,
> Reslav
>
>
> On Wed, Mar 2, 2022 at 5:23 PM Mark Wigzell <[email protected]> wrote:
>
>> Hi Reslav,
>> Hey great! Thanks for your help:
>> In order to see issue:
>>
>> git clone https://github.com/opencog/blender_api.git
>> cd blender_api
>> blender -y Sophia.blend -P autostart.py
>>
>> You can download different blender versions from
>> https://download.blender.org/release/
>> If you use 2.79b it seems to work best. If you use the next version,
>> 2.80rc3 you'll see a lot of load errors.
>> My actual work on Eva (Sophia.blend), is around getting the existing
>> solution to build and run. You can see that here:
>> https://github.com/opencog/docker/tree/master/noetic
>> Try building ros-base, ros-blender and ros-eva containers. Finally run
>> the ros-eva container, it comes up using "tmux". There are run errors in
>> some of the nodes, the webcam image comes up, and the current blender (3.?)
>> comes up with Sophia.blend. Of course it looks terrible because the
>> materials haven't been converted.
>> I attached an image of the 2.79b running. (If you click the "start
>> animation" button on the right, she goes into action.)
>> Apparently Eva should not have been renamed Sophia.blend, that was a
>> mistake 7 years ago or whenever. I'll fix that.
>> So running Eva in blender with the "blender_api" in the current working
>> directory is essential to having the ROS node work properly. And having
>> that work properly is essential to debugging the "perception" repo, which
>> won't work without blender ROS
>>
>>    - There is an issue of python namespace when starting up Eva in
>>    blender.
>>    - There is also one "cyclic dependency": Dependency cycle detected:
>>    deform depends on control through Child Of. control depends on deform
>>    through Locked Track.
>>
>> On Wednesday, March 2, 2022 at 12:01:22 AM UTC-8 [email protected]
>> wrote:
>>
>>> Hi Mark,
>>>
>>> Is your current progress available somewhere? I can look into Blender
>>> materials.
>>>
>>> Best,
>>> Reslav
>>>
>>>
>>> On Tue, Mar 1, 2022, 18:27 Mark Wigzell <[email protected]> wrote:
>>>
>>>> Hey guys, well I have spent a couple of weeks re-building
>>>> opencog/docker to Ubuntu 20.04 and ROS "noetic" release, concentrating on
>>>> re-vamping the "eva-ros" container initially.
>>>> I ran into various issues with old python code, easily upgraded. Also
>>>> some issues with conflicting configuration parameters, I think those are
>>>> all solved or solvable.
>>>>
>>>> The issue that has become insurmountable is the change in the Blender
>>>> implementation from 2.79b to 2.80rc3. The key change was they
>>>> dropped support for the Internal Renderer in favor of Cycles and later
>>>> Eevee.
>>>>
>>>> I have tried to convert the textures using the Materials add-on they
>>>> supply, but it failed to convert the eyes, and was less than perfect on the
>>>> skin tones as well. If this one issue could be handled by a skilled Blender
>>>> user, we might be able to "save & load" up to the current Blender release.
>>>>
>>>> The current Blender release has the distinct advantage that it runs in
>>>> an Ubuntu 20.04 docker container "out of the box".  The older blenders,
>>>> including 2.79b do not.  There has been a lot of churn with X11
>>>> acceleration, 32bit to 64bit, and the new Wayland support, and the default
>>>> Ubuntu 64bit setup confounds the older blender versions.
>>>>
>>>> With a properly running Blender, the Eva project could be re-vamped. Is
>>>> it worth it? All I can convey is my enthusiasm for the project when I
>>>> trailed it back from the "Sophia the robot" interviews. Whilst I understand
>>>> that basic research into AI learning does not need the heavy load of
>>>> supporting robots or human like interaction, I strongly believe that having
>>>> such a teaching example fully functional would do wonders for the entire
>>>> field: many people are inspired by the hype around AGI and androids,
>>>>
>>>> Providing fledgelings with a setup such as was developed for Eva would
>>>> be a powerful kick-off for anyone wanting to dig into the field, especially
>>>> young people, who would definitely get a kick out of running their
>>>> prototype AGI hookups in the Eva rig. There IS something inspirational when
>>>> she comes to life, breathes, smiles etc. Granted the rig is NOT itself a
>>>> demonstration of AGI, but the hookups back to the AtomSpace should allow
>>>> people to make all sorts of experiments that point in that direction.
>>>>
>>>> I think the Eva project is a great landing place for enthused talent.
>>>> It just needs to get over this current hump, which has defeated me at the
>>>> moment.
>>>>
>>>> Perhaps someone in this group has access to some Blender people we can
>>>> engage to remedy this situation?
>>>>
>>>> Regards,
>>>> --Mark
>>>>
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>>>>
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>
>
> --
> Kind regards,
>
> Reslav Hollos
>
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