CHANGELOG
04/21/05
* Modified gif2avt
* Integrated gif2avt to Amaker
04/11/05
* Cleaned up more body part classes; changed the method of pointing ability;
made first attempt to integrate the ability to show if one's talking or not
* First integration attempt
* Added gif2avt, which enables
04/09/05
Cleaned up the method parser in Skeleton class
04/08/05
Cleaned up class body, arm, leg, and added the pointing capability
04/07/05
Cleaned up class head and add the egghead (but not complete)
04/06/05:
Added colorings and a nametag to the avatar
03/17/05:
Started documenting the webpages.
03/15/05:
A prototype GUI, gif2avt that enables an easy production from a
regular GIF photo to an egg-head photo is finally working. Still some
modifications need to take place before working suitably.
Click HERE to view the snapshot of it.
03/09/05:
Changed the OO design further in Humanoid ;
1. Created a new class called avatarParts that has
a. createNameTag (name, len, x, y, z)
FUNC: creates a nametag at given (x,y,z)
+ name : string to be written
+ len : length of nametag
+ x,y,z: x-y-z coordinate of center of name tag
b. initRMatrix ()
FUNC: initialize rotation matrix, romx,romy, and romz
c. setAngleComplex(xangle, yangle, zangle)
FUNC: rotates along xangle, yangle and zangle using
romz, romy, and romz
+ xangle, yangle, zangle: input angles
d. setAngle (angle, dir)
FUNC: simple but limited way to do the same thing as
setAngleComplex()... legacy method
+ angle: angle to be rotated by
+ dir : string either "s" for side or "fb" for
forward-back
2. body parts classes (head, body, arm, leg) inherits stuff from
avatarParts
Modified the UML diagram accordingly: Click HERE to see it
03/07/05:
1. OO Design
After thinking hard about it, I could see that only parser() can be a part of
the superclass, avatar. Our humanoid (changed the name from Skeleton) model
is way to simple yet interwined (among parts) in that I do not believe any
other model can be built from it. However, I think it is good idea to have a
guideline in minimum number of attributes, as the parser enforces.
2. Ability to show if it's talking or not
Instead of having a ball blinking where a mouth should be, I made it to have
4 bars blinking simulateneously (kind of like a cell phone's bar indicator).
Personally, I like this new idea better, but I am always eager to get suggestions.
3. Name tag
For showing name tag, I wasn't able to use dynamic texturing to create a 2D
window that has a name string to be copied over to the current 3D window.
So, I created a directory named letters that contains all the English alphabets
(currently all CAPS) to stick them on the chest of an avatar. The result was
pretty good, as the letters looked more legible than it would've been by
2D-over-3D techique. (I played with Rashimi's whiteboard stuff to be able to
conclude like this)