On Sat, Mar 5, 2022 at 9:34 PM Mark Wigzell <[email protected]> wrote:

> If I may re-iterate: you can see her looking and working very well if you
> run current blender_api repo with the 279b blender.
>

When I look at the blender file (using `Blender 2.82 (sub 7)`) I can see
that there are file-paths in there, pointing to the right place in the
filesystem. (except for one bad path to /user/Mark/something)
(single-slash is an absolute path, double-slash is a relative path) If I
altered the file-paths, I would get a spew of errors. So I think the
textures load from the external files.

--linas

When I tested Reslav's changes, I only took the blend file to try. I was
> under the assumption everything that needed conversion is in that file,
> for some reason it won't load though.
> Regards,
> --Mark
>
> On Sat, Mar 5, 2022 at 7:21 PM Linas Vepstas <[email protected]>
> wrote:
>
>> 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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>>>>>>> .
>>>>>>>
>>>>>> --
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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.
>>>
>>>
>>>
>>
>> --
>> Patrick: Are they laughing at us?
>> Sponge Bob: No, Patrick, they are laughing next to us.
>>
>>
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-- 
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Sponge Bob: No, Patrick, they are laughing next to us.

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