Gogofrog
Flash 9 or above is required.
LIBRARY SPECIFICATIONS

Avatar Library Specifications

Before we start

The Gogofrog system uses the MD2 format. The aim of this tutorial is to help you create a working MD2 model This tutorial deals with creating characters/models for the Gogofrog world, there are certain guidelines that need to be followed to create a character/model that works successfully in the Gogofrog system. This tutorial does not cover in depth the detailed work flows of modeling, animation or texturing.

3D Studio Max
We recommend using 3D studio Max to create any characters for Gogofrog, simply because there is a very handy MD2 exporter plugin called 'Qtip' available for it that will make this process much easier. Of course it is possible to import characters/models from other programs into 3D Studio Max, however there are a few things to keep in mind when doing so.


Build the model to the right scale
The Gogofrog space is a scale of 1 to 1 so ensure that you build your models at the right scale. Set the grid units in your 3D modeling program accordingly to start with and use the grid as a guide. Note that most Avatars in the Gogofrog world are around 180cm tall. When creating your model try to build it with the least number of polygons needed as it is a purely browser based environment.

In the picture opposite the red lines are 1m² and the black lines are 10cm².


 


Texture the model
After modeling is complete arrange the uv's in an organized way so as to make it easy to create one or multiple textures for it.

Note: The texture needs to be 256 X 256, SWF format.


 


Rig and Animate the Model
A walk cycle and and stop cycle MUST be included so a simple rig is enough for these basic actions. A good way to work is to set the frame range to a total of 60 frames. The first 30 frames is used for the walk cycle. From frame 30 to frame 40 the character moves back into standing position then from frame 40 to frame 60 the character is standing still.

Note: All animation frames must have the same vertex/triangle count.


 


Exporting using Qtip
After you have finished all of the above you are ready to export it to the MD2 format. If you have built your character/model in 3D Studio Max you can use the Qtip plugin to export it. Qtip is an MD2 exporter for 3D Studio Max. If you are new to Qtip follow the links provided below:
http://www.qtipplugin.com/index.htm
http://www.qtipplugin.com/tutorials.htm

Note: When writing the frame list please use lowercase.


   

Exporting

System up Axis
Not all 3D programs have the same default 'system up axis', 3D Studio Max has a default 'system up axis' of Z, the same as in the Gogofrog environment. If you import a character/model with a different up axis, simply convert it to Z on import.

Exporting From Maya to 3D Studio Max
Export the character as an FBX file. There is a FBX Exporter and Importer plugin available for both Maya and 3D Studio Max. Follow the settings in the images provided. The key points to remember are:

  1. Maya has a World Coordinate System Up Axis of Y, so if you export from Maya into 3D Studio Max you need to convert it from Y to Z on import (or export)
  2. Keep the scale working units consistent, in this case 1cm
  3. Bake complex animation.

 



For each avatar that is created, it must be accompanied by a texture defintion file upon upload. This file is a simple xml file that describes to Gogofrog what areas of your texture are able to be customised. It must adhere to the following format

<TEXTURE_DEFINITION>
<TEXTURE>
<TEXTURE_REGION name="eyes" texture="" x="179" y="183" width="67" height="45" bothSides="false" />
<TEXTURE_REGION name="dress" texture="" x="0" y="0" width="128" height="97" bothSides="false" />
.
.
....INSERT AS MANY <TEXTURE_REGION/> tags as required for your avatar texture
.
.
<TEXTURE_REGION name="hair" texture="" x="0" y="0" width="128" height="97" bothSides="false" />
</TEXTURE>
</TEXTURE_DEFINITION>


Cut and paste this and use it as a template as required. The 3 texture region tags specified are just an example of what you may do for your texture. Currently our avatar textures going to be locked at 256x256 pixels, this is due to memory constraints of flash and our inability to store textures on a computers graphics hardware. For those who haven't used XML before, the above example should still be easy to follow, you did of course just create a 3D model, we hope :)

<TEXTURE_REGION />    <--- This is the tag that defines a custom area of your texture


       <--- These are the attributes that define the custom areas of your texture

name - the name of your custom area, this value will be displayed in the user interface for the user to select from
texture - the texture that is currently applied to this area, in the file you create, it will always be ""
x    - the x position on the 256x256 texture that defines the custom region
y    - the y position on the 256x256 texture that defines the custom region
width - the width of the custom region
height - the height of the custom region
bothSides - leave this as false


That's it! The other aspect of this file to be aware of is that the order you specify the tags defines their layer in the texture, like Photoshop layers. So in the above example, "eyes" sits above "dress". A more applicable situation is that you want the eye texture to sit above the face texture, obviously you don't want the eyes hidden behind the face.

When uploading your avatar you defined a base texture. This is the texture that will be given to any person who uses your avatar and will be free for them to use, as they need to start with something. As you create different texture elements for your avatar you can upload them through the Avatar editor menu.

Simply choose upload texture, choose which avatar you created that you want to upload the texture for and what layer it applies to ('eyes', 'dress'??) and upload it. It will then be available for members to access and buy.

Thank you!