To froze an avatar

1-This one , for instance....The code is normal...Default gesture is G9 ...TS10 ..."wait"....

2-Delete all the proto part :

 PROTO Avatar[
eventIn SFVec3f set_position etc etc

and also the Walker script ,and the ROUTES for ...

to just keep the : DEF WalkingAvatar Transform {
children [ etc ....

here it is

3-Use F11 on this one ...it will be saved as  

 "C:\WINDOWS\Application Data\blaxxun interactive\cache\blaxxunCC3D1.wrl"

4- In that one you can delete visibility sensor , Welder script , all the interpolators etc etc :

blaxxunCC3D1re.wrl   ....you have just the shape...

This one enters in spazz !!!

.......................................

5- Well , hum , now we want to froze it but not with the default gesture ...

For instance , we want it  in one moment of that  kiss gesture          HUmmmmmmmm!!!!! better to go to the end here lol , very more simple !!!!!

( #gesture 7: Kiss
DEF TS7 TimeSensor{cycleInterval 4}

6 - I  choose  the right numbers I need for each interpolator :

for instance

DEF PI7_1 PositionInterpolator{
key[ 0,0.125,0.625,0.875,1]
keyValue[ -0.0341 1.0566 0.0334,0.0121 1.0529 0.0341,-0.0017 1.0556 0.0338,-0.0017 1.0556 0.0338,-0.0341 1.0566 0.0334]
}

becomes :


coz I kept the central value ( 0.5 or .6 )

here it is : jane2junekissre.wrl

7- Use F11 on that one , you will get "C:\WINDOWS\Application Data\blaxxun interactive\cache\blaxxunCC3D2.wrl",

where you will be able to delete the Welder etc , and just keeping the shape .....

It enters in spazz now , so .......enjoy it !

......................

8-More simple now !!!!

When you have the av non proto , enter a long duration for the gesture you want to froze 

i.e. #gesture 7: Kiss
DEF TS7 TimeSensor{cycleInterval 200}

and press F11 when you see the right position ....

Then take it in cache ! Avatar is frozen in position it takes the moment you saved it.

9 -

There is another  way to export a useable mesh from avatar studio.
 
Simply put the 3d mesh as it  is stored as a rolled up ball of legs and arms.
The "Welder" Script node performs the calculations to turn this into a
default pose or animation.
 
The only way to get a usable mesh from one of these Avatars is to
alter this Script so that it prints its results to the console.
 
 
step 1.
 
Just below the line: DEF Welder Script {
 
add this: field SFBool firstRun TRUE
 
 
step 2. Find the line:
 
function G9(t){Gstart(9,t);}
 
and change it to:
 
function G9(t){Gstart(9,t);
if (firstRun) {
print ('point '+Vtx.point);
firstRun=FALSE;
}
}
 
 
now clicking on the avatar will trigger the default (pose) animation
the first frame of which will be printed to the Blaxxun Console as a new
pointset which can be simply pasted over the old one. You can remove
all the other code and then keep the Shape node.
 


10-Adding that now , coz I had this question : "how you did this, broke shape of the avatar to parts?"

Well , when it is just a shape , it enters in spazz and you can edit the IFS , having several parts etc and mixing all :

Dr Frankeinstein , isn'it ? lol

here for instance  :-)