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Unity
Aug 16, 2015 19:12:45 GMT -8
Post by softscan on Aug 16, 2015 19:12:45 GMT -8
I am starting to build assets , sets, cahracters and animations for my project in Unity I will be using the VirtualHumanToolkit from USC. And building 3D. These assets I would like to use in Unity interfacing to Dramagine. I will be building scripts in C# and also in Java if I can get that together. It would seem sensible to at least think of how the interface could set parameters for a range of actions including posture and expressions. Any ideas on what you may need could be accomodated
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Unity
Aug 17, 2015 6:09:32 GMT -8
Post by chriscrawford on Aug 17, 2015 6:09:32 GMT -8
Good news and bad news:
The good news is that the interface between the engine and the front end is trivially simple. There are only three links. In the first, the engine sends a "trigger sentence" to the front end, telling it what has just happened. In the second, the engine sends the front end a set of menu choices available to the player and waits for the player to make his choice. In the third, the engine waits for the player to confirm the sentence command in its final form.
The bad news is that the engine doesn't know or care anything about the player's location. Hence, a front end with a 3D interface will be useless. I suppose that you could set up the front end with random walking around, but it would irrelevant to the game.
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Unity
Jan 13, 2016 12:15:42 GMT -8
Post by softscan on Jan 13, 2016 12:15:42 GMT -8
Is this for Siboot or SWAT ? sentence = subject verb object + causality + location Nouns are for characters, props and places (in a 3D scenegraph)(WebGL, OGL, X3D) There are "Stages" in the Ersamatron. Characters "own" residences in Siboot. ( There are icons for these). Characters, props and places are 3D objects which can be called by parsing sentences using array lists of types of objects or places or actions. This applies to verbs which call animations for the nouns. Intensifiers modify animation characteristics. (within the scenegraph) The initial sentence is what has just happened I guess that's the reaction to this "news". What menu choices are presented ? These choices sound like they modify some generic engine generated sentence format? How ? With what ? If there is a value for "identification, interest in or sympathy with" in 3D this would determine the relative "camera" angle of the first person viewpoint to the subjects viewpoint. If there is a value for the intensity or importance of a reaction that determines the 3D camera framing (CloseUp, medium CloseUp) If this concerns an alliance of two or more characters the maybe an initial 2-3Shot). Most of this is not complicated or intensive to code.
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Unity
Jan 14, 2016 15:21:31 GMT -8
Post by chriscrawford on Jan 14, 2016 15:21:31 GMT -8
I'm not sure how to respond to all those questions. Have you studied the technical documents at www.storytron.com?
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Unity
Jan 23, 2016 18:01:09 GMT -8
Post by softscan on Jan 23, 2016 18:01:09 GMT -8
Hope this makes my intent clearer I am trying to figure what can be done with the "trigger sentence" Generically what is the structure and content of the sentence to the front end Is it natural english ? Could this be parsed and effect what is presented in the display What are (or could be) the menu choices presented? What determines the content? Are they a single choice from multiple options? Or are there a sequence of menus where the order of each choice is fixed? So I am trying to work out what is fed back into the engine and whether those choices can also effect what is presented in the display
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Unity
Jan 24, 2016 11:58:33 GMT -8
Post by chriscrawford on Jan 24, 2016 11:58:33 GMT -8
Sentences are data structures consisting of a set of 15 words; each word is comprised of:
1. a "word socket type" that specifies what kind of word it is (actor, verb, intensifier, prop, stage, etc). 2. an index specifying what the word is. 3. an icon representing it. 4. text associated with it.
It is not natural language. The menu options are sent in a special data structure called MenuElement having two components:
private String label; private String description;
Yes, the system operates as a menu: it displays a set of choices from which the user selects a single option.
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Unity
Jan 24, 2016 13:14:02 GMT -8
Post by softscan on Jan 24, 2016 13:14:02 GMT -8
GREAT I just looked at your "Crawford Lecture at ICIDS " which was a real AHA moment for me. Clarity wise it far surpasses the crowdfunding video. It is crystal clear. Some thoughts. If the class/method structure/relationships of the SWAT java classes is hierarchical then it should be reasonable to assume that by cutting off the bottom layers of the class "tree graph" on would get simpler less complex relationships. And ideally layers of complexity could be added later.
Using SWAT tools. A Set wise Procedure for using tools and viewing outcomes would be useful. A tweak at some place should result in a change in a word at one placeholder in the verbal output ? Going back to 1999 here is what I came up with STEPS 1. ACTORS 2. RELATIONSHIPS 3. STAGES 4. WHAT CONFLICTS 5. HOW RESOLVED 6. BEHAVIOURS 7. BECOME (1st)VERBS Interactions- clean and simple –12 Verbs Cluster 8. CONSEQUENCES OF VERBS 9. LINK TO ORIGINAL VERBS 10. ADD ROLES 11. ADD WEIGHTING EQUATIONS 12. ACTIONS which lead to each VERB 13. ACTIONS BECOME NEW (2nd)VERBS 14. LINK (2nd)VERBS TO (1st)VERBS 15. (2nd)VERBS are the UPSTREAM CLUSTER 16. TINKERTOY 17. SCREEN TEST
What do stages represent ? Well in terms of static signification it is, for example, a room. Who owns the room? You do! So all the props (narrative content of artwork/pictures, style of furnishings, tools and talismans, color scheme and lighting are reflections of your values and identifications. Goth or Gay? Another Character Does!. If it is strange to you the same content may foreshadow the owners values, possible conflicts, pleasure or danger.
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Unity
Oct 27, 2016 5:38:40 GMT -8
Post by jiraindivisualarts on Oct 27, 2016 5:38:40 GMT -8
Just to make this clear: Will there be a possibility to use the Dramagine in Unity3D?
Kind regards,
Jira
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Unity
Oct 27, 2016 10:48:50 GMT -8
Post by chriscrawford on Oct 27, 2016 10:48:50 GMT -8
Perhaps you should look more closely at what Dramagine does. There are such profound differences between Dramagine and Unity that combining them would require that both be compromised. For example, could you merge a word processor with Unity? Well, yes, I suppose, but what's the point? And wouldn't that be a humongous amount of work?
The vast majority of games rely heavily on spatial reasoning. Stories almost never use spatial reasoning. Think of it this way: in the Star Trek universe, where is Vulcan? It is not specified because spatial location is irrelevant to storytelling.
Perhaps I should write an essay on this matter.
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Unity
Oct 28, 2016 0:40:54 GMT -8
Post by jiraindivisualarts on Oct 28, 2016 0:40:54 GMT -8
Hi Chris,
Thanks for your answer. I don't want to use spartial information, i just want to know, if it is TECHNICAL possible to use the Dramagine within Unity3D. e.g. put everything in a *.DLL so unity can work with it.
I do something similar in the past for a java based library, so it is possible in general. But i suppose that it is not that simple in this case. Just want to know if there are any plans to so with the the Dramagine.
kind regards,
Jira
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Unity
Oct 29, 2016 7:52:40 GMT -8
Post by chriscrawford on Oct 29, 2016 7:52:40 GMT -8
Again, I urge you to look over the documentation at www.storytron.com. Then tell me what you think.
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Unity
Oct 30, 2016 1:45:13 GMT -8
Post by jiraindivisualarts on Oct 30, 2016 1:45:13 GMT -8
Again, I urge you to look over the documentation at www.storytron.com. Then tell me what you think. Ok, i'll do that. Thanks kind regards, Jira
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