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 > > > You received this message because you are subscribed to the Google Group > > realxtend. > > You can post via email. > > To unsubscribe from this group, send an empty message. > > For more options, visit this group. > > > -- > >http://groups.google.com/group/realxtend > >http://www.realxtend.org > > > -- > >http://groups.google.com/group/realxtend > >http://www.realxtend.org > > > -- > >http://groups.google.com/group/realxtend > >http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
