Hi Toni, thanks for your answers and your good humor ;-)
I like to know about how we can integrate scripting languages for
conversational agents like AIML or MPML3D. Has Tundra just implemented
a config and protocol similar to OpenSim or SL?
More thanks
Carlos M. Lorenzo

On 28 mar, 11:14, Toni Alatalo <[email protected]> wrote:
> On Mar 28, 2012, at 3:14 AM, Jonne Nauha wrote:
>
> > You are really have to be a bit more specific if you want detailed answers. 
> > "How do I make X" (or include it in Tundra)
>
> Yes, it all depends on the details.
>
> What do you want to do with it, and how? For what data, with what perhaps 
> existing software? Some natural lang lib that you already use? Or suggestions 
> of natural language processing tools?
>
> If you want to e.g. have some system listen to the in-world chat, you can 
> just integrate with that somehow. It is written in Javascript with the Tundra 
> API (the chat messages are sent with entity-actions).
>
> Or if you for example have some existing service for the NLP which uses XMPP 
> transport, you can connect Tundra to that.
>
> > In Tundra you make "bigger" features and functionality as C++ 
> > plugins/modules. For example if you use other C++ libraries to
>
> Or in Javascript or Python -- as for example the avatar and chat 
> functionalities are in JS. And system things like IRC relay and and the 
> Blender integration in Python .
>
> Relaying chat messages to some service does not need C++, but if you plan to 
> use some existing C/C++ nature language processing lib, then it can be nice 
> to integrate it as a native Tundra plugin (which Jonne basically described).
>
> > Jonne Nauha
>
> ~Toni
>
>
>
>
>
>
>
> > On Tue, Mar 27, 2012 at 9:06 PM, Carlos <[email protected]> wrote:
> > Please, any idea about how can I include a conversation agent with natural 
> > languages capabilities in a Tundra scene?
> > Thanks in advance
> > Carlos M Lorenzo
>
> > El 27 de marzo de 2012 17:49, <[email protected]> escribió:
> >   Today's Topic Summary
> > Group:http://groups.google.com/group/realxtend/topics
>
> > Script for a character in Tundra [2 Updates]
> > Tundra Script [7 Updates]
> >  Script for a character in Tundra
> > Vaibhav Vaidya <[email protected]> Mar 27 05:50PM +0530
>
> > Hii all,
>
> > I am new to Tundra. I have created a scene. I want to attach a script to a
> > character. I tried hard to write a simple script which moves the character
> > to-and-fro when the client logs in, but got stuck.
> > Can anybody suggest a sample script for above mentioned purpose??
> > The entity name is UrbanFemale and it has only one animation "Walk",
> > animation controller name is UrbanFemaleAnimation.
>
> > ~Vaibhav
>
> > "Ali Kämäräinen" <[email protected]> Mar 27 04:30PM +0300
>
> > Hi,
>
> > Could you try to stick in one thread, instead of creating multiple threads
> > for the same issue?
>
> > Grey skies,
> > Ali Kämäräinen
>
> >  Tundra Script
> > Vaibhav Vaidya <[email protected]> Mar 27 03:17PM +0530
>
> > Hii all,
>
> > var entityNameToFind = "UrbanFemale.";
>
> > function ShowAnimation()
> > {
> > var objectToAnimate = scene.GetEntityByName(entityNameToFind);
> > console.LogInfo("Hey great, I found " + entityNameToFind +" Starting
> > animation");
> > var availableAnims =
> > objectToAnimate.animationcontroller.GetAvailableAnimations();
> > console.LogInfo(availableAnims);
> > }
> > else
> > {
> > console.LogWarning("Entity " + entityNameToFind + " was not found or
> > animation controller component is not there! Trying again in 1 second.");
> > frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
> > }
> > }
>
> > // Only run on client. One time animation enabling.
> > if (!server.IsRunning() && !framework.IsHeadless())
> > {
> > StartAnimation();
> > }
>
> > Vaibhav Vaidya <[email protected]> Mar 27 03:29PM +0530
>
> > Hii all,
>
> > I have written the following script. I checked "Run on load" to true. When
> > I launch the client see the message:
> > Hey great, I found UrbanFemale. but do not see the available animation.
>
> > But when i go to view -> scene -> UrbanFemale. -> AnimationController ->
> > functions -> GetAvailableAnimations()
> > It shows me the animation "Walk".
>
> > var entityNameToFind = "UrbanFemale.";
>
> > function ShowAnimation()
> > {
> > var objectToAnimate = scene.GetEntityByName(entityNameToFind);
>
> > console.LogInfo("Hey great, I found " + entityNameToFind );
>
> > var availableAnims =
> > objectToAnimate.animationcontroller.GetAvailableAnimations();
> > console.LogInfo(availableAnims);
> > }
>
> > if (!server.IsRunning() && !framework.IsHeadless())
> > {
> > StartAnimation();
> > }
>
> > Also, when i run the script view -> scene -> UrbanFemale. -> Script -> Run()
> > This runs the script and shows the message:
>
> > Hey great, I found UrbanFemale.
> > Walk
>
> > Am I missing anything??
>
> > ~Vaibhav
>
> > Vaibhav Vaidya <[email protected]> Mar 27 03:30PM +0530
>
> > Please ignore the previous part..
>
> > On Tue, Mar 27, 2012 at 3:29 PM, Vaibhav Vaidya
>
> > "Ali Kämäräinen" <[email protected]> Mar 27 02:32PM +0300
>
> > GetAvailableAnimations() returns a list so you need to print each element:
>
> > var availableAnims =
> > objectToAnimate.animationcontroller.GetAvailableAnimations();
> > for(var i = 0; i < availableAnims.length; ++i)
> > console:LogInfo(availableAnims [i]);
>
> > Grey skies,
> > Ali Kämäräinen
>
> > Vaibhav Vaidya <[email protected]> Mar 27 05:11PM +0530
>
> > @Ali :
>
> > I tried this also but I see the same results.
>
> > "Ali Kämäräinen" <[email protected]> Mar 27 04:28PM +0300
>
> > I see that your script is calling StartAnimation(). However, I see no such
> > function in the text you pasted, but only ShowAnimation(). Are you calling
> > non-exising function by accident?
>
> > Jonne Nauha <[email protected]> Mar 27 04:29PM +0300
>
> > The reason why you get a empty list with "Run On Load" is probably because
> > the skeleton asset has not been inspected yet for the animation names. Also
> > i think you cannot start them if that is the case. This is why later when y
> > ou run the script it responds with the proper anim names.
>
> > Seems that there is no proper way to ask ent.animationctonroller.IsReady()
> > or IsDetected() etc. So you can just assume to try again in 1 second if the
> > animation name list is empty like so:
>
> > if (availableAnims.length <= 0)
> > frame.DelayedExecute(1.0).... etc....
>
> > Best regards,
> > Jonne Nauha
> > Adminotech developer
>
> > On Tue, Mar 27, 2012 at 2:41 PM, Vaibhav Vaidya
>
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