Also there are snapshots of what she's supposed to look like, when things
are working correctly, here: here's one for example;
https://github.com/opencog/blender_api/blob/master/docs/eva2b.png I  think
the current textures are for the one on the right side.

I feel as if I'm bragging and showing off, but exactly 0% of this is my
work; it's more like a "see, this is what it looked like 7 years ago" and
to me, it looks pretty darned good.

--linas

On Sat, Mar 5, 2022 at 9:13 PM Linas Vepstas <[email protected]> wrote:

> 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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>>>>> <https://groups.google.com/d/msgid/opencog/CA%2Ba9A7CcAcywy0MqqzjG7uf-zi%2B6OsPvt%2BWiWR2YbH3poarJxg%40mail.gmail.com?utm_medium=email&utm_source=footer>
>>>>> .
>>>>>
>>>> --
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>>> .
>>>
>>
>>
>> --
>> Kind regards,
>>
>> Reslav Hollos
>>
>> --
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>> .
>>
>
>
> --
> Patrick: Are they laughing at us?
> Sponge Bob: No, Patrick, they are laughing next to us.
>
>
>

-- 
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