On Jun 21, 12:49 pm, Haylton Bomfim <[email protected]> wrote: > Guys sorry but the topic of Avatar was failad for me. I do every steps > but the avatar don't appears in my scene. My dropbox path > ishttp://dl.dropbox.com/u/32975643/tundra-assets/cube/ > If someone can help me thank so much. > Cheers, > Haylton
Well, as it is said in the blog: "We will be needing the files: avatarapplication.js, simpleavatar.js, crosshair.js, default_avatar.xml, firstpersonmouseicon.png. Copy these files again in to your web path, im using Dropbox location Public/tundra-assets/cube again Open the avatarapplication.js with a text editor. Again replace “local://” string with your base path where you copied the assets, for me its “http://dl.dropbox.com/u/3589544/tundra-assets/” remember the trailing “/”. Note that this should touch lines 1 that is the dependency reference declaration that Tundra will detect and download and line 133 that dynamically during run time adds the simple avatar script for all the clients. Do the same thing for crosshair.js and simpleavatar.js You don’t need to do this for the default_avatar.xml as assets referenced in it are shipped with Tundra and will be found automatically. Open a viewer, connect to your live Tundra world (or localhost does not matter) where you have the cube terrain. No we need to create a entity that has the avatarapplication.js in a EC_Script component. Once inworld Shift+S to get the scene struct, you can also open it via the menus View -> Scene Right click on the scene view -> New Entity. Select synchronized (the default) and hit OK. Optional: Right click on the new entity, it should be right up top now in the Scene view with no name. -> Rename. There is a bug that you wont see what you are writing, but just write “avatar-app” and hit enter. It should update. Double click the newly created entity, this should open a Entity Editor window. Right click -> Add new component. Name: avatar-app (again optional but nice). Component: search the list for “Script” and select it. Click OK. Expand the Script component in the Entity Editor view. Check “Run on load” to be true. Write “Type” to be “js“. Write/paste “Script ref” to be the web asset of you avatar application. For me its http://dl.dropbox.com/u/3589544/tundra-assets/avatarapplication.js " -------------- In other words, you have to have avatarapplication.js as entity in your .txml file, and you need to have the files avatarapplication.js, simpleavatar.js, crosshair.js, default_avatar.xml, firstpersonmouseicon.png at the end of the web asset path, and indicate avatarapplication.js in the txml. I use only local scenes, so I have them in data/assets and I have local://... as path in txml, but of course you can't access the scene properly from the internet then. So if you want to your scenes to be accessible to internet users, you have your assets in the end of the web asset path as instructed in the blog, and local://file.ending, if you use the scene only locally. And the files need to be there, whereever the path may be. You can edit the file location live in Tundra in Scene tab. Hope I did not confuse matters further;-) Ilikia -- http://groups.google.com/group/realxtend http://www.realxtend.org
