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If you have a question about the VirtualStage model specification, please feel free to contact support@dakinewave.com; we want to help you to get the most out of the software.

 

VirtualStage Version 3.1

Character Model Specification

  • Characters must be in the 3DS file format. Most 3D graphics packages include the facility to save or export to this popular format.
     
  • The characters must be "jointed" models. That is, each character must be comprised of 18 different body parts or limbs, each as a separate object within the file. At present, VirtualStage does not support single mesh models.
     
  • The separate objects represent the following body parts and the corresponding joints:

    pelvis, chest, neck, head, right shoulder, left shoulder,
    right elbow, left elbow, right wrist, left wrist,
    right hip, left hip, right knee, left knee,
    right ankle, left ankle, right toes, left toes

  • The model import routine requires that you enter the X, Y, Z coordinates for each of the joints' pivot positions. The coordinate system has X running from the left of the screen to the right, Y going vertically upwards and Z positive out of the screen. The characters should be facing out of the screen (i.e. in the positive Z direction) with the origin (0, 0, 0) on the floor between their feet.
     
  • VirtualStage allows you to set a scaling factor so the scale you use to model the characters should not matter. VirtualStage actually uses a scale of one unit equals one metre.
     
  • On import, you can set the crease angle to be used for the model in VirtualStage. We recommend using a setting of 180° because that gives the smoothest, most rounded looking models.
     
  • The resolution of the models that you can use in VirtualStage will depend on your hardware. At the moment, our models typically have between 1200 and 3500 vertices. You should experiment to see what works for you.
     
  • The models should include textures. Again, you should experiment with the size and resolution of the textures to see what works well with your hardware.

Facial Expressions

Facial expressions related to emotions and speech are accomplished by using separate morph targets included in the same model file. Our models include the following additional 'heads':
  • Eyes Closed - for blinking;
  • Emotions: Anger, Disgust, Fear, Joy, Sorrow, Surprise;
  • A, E, I, O, U and Consonant for lip synchronization.
As an alternative to morphs, you have the option of providing two additional textures in order to allow for blinking and a simple treatment of lip synchronization. These textures must be the same size as the texture used for the head and should be provided in separate files to the default ones.

 
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