Today has been a fairly productive day. I've spent a lot of it writing and finishing up APIs for use by developers. This means the source will be available soon.
I think that I should point out, that even though I am spending a lot of time "cleaning" and making the source "better", given the way this project matured, many things are still just plain ugly and hacky, and by no means in line with best practices. What's more is, I'm not changing that. It works now, so why fix it if it ain't broke? Sure, I am adding and renaming some things to make it easier to use, but I'm not touching some of the less impressive underlying architecture. It's just not worth it.
As for writing, I think I have the Guide Section pretty much done. Currently I'm working on the Developers Section. As with the guide, I may update that gradually as its written. Once finalized, the source will be uploaded google code and people can get started using it on their own sites.
Showing posts with label features. Show all posts
Showing posts with label features. Show all posts
Saturday, February 14, 2009
Thursday, February 12, 2009
Blogger Avatar Gadget
One of the ideas behind allowing the graphical assets of an avatar character to function outside of the editor was to make it easy to place the avatar in the context of your website or blog without the extra interface or controls. I quickly made a little Blogger Gadget (a.k.a. Widget) which places your avatar in a sidebar item for your Blogger blog. You should be able to see an example of it on this blog over to the right - yes, that's me, and yes, the beard is new ;)
I did this through the simple blogger post API, not through Google's widget format which meant I just set up a simple html page with a form and hit a button to make it happen. I haven't decided if I wanted to make something link this visible on the site/editor or not, since under the current setup, it would pull the avatar file from myavatareditor.com sucking away precious bandwidth... but maybe it wouldn't be so demanding that my server couldn't handle it, and if it is, I could always stop hosting it!
Note: Feel free to play with the page posted above. To work with your own avatar, you would need to edit the content in the blogger page that appears after hitting the Add Avatar button and replace the avatar code string with your own.
I did this through the simple blogger post API, not through Google's widget format which meant I just set up a simple html page with a form and hit a button to make it happen. I haven't decided if I wanted to make something link this visible on the site/editor or not, since under the current setup, it would pull the avatar file from myavatareditor.com sucking away precious bandwidth... but maybe it wouldn't be so demanding that my server couldn't handle it, and if it is, I could always stop hosting it!
Note: Feel free to play with the page posted above. To work with your own avatar, you would need to edit the content in the blogger page that appears after hitting the Add Avatar button and replace the avatar code string with your own.
Thursday, January 29, 2009
Beta 2 Posted [Update 2]
The current transitional beta page has been updated with beta 2 of My Avatar Editor. Changes include (but may not necessarily be limited to):
Update:
As noted by Tommy, the eyebrow rotations in the latest editor beta were off. This was the result of a copy-and-paste typo where I accidentally had the maximum number of possible rotation values set to the number of possible colors ;). This should now be fixed. The new build version is 1.0.1.31t which you can check for in the top right of the File menu. If your number is lower, clear your cache and reload the page.
Update 2:
As reported by Mapi, I've included a known issue that users using IE and Vista might have troubles saving files.
- Fixed lower hair for 8th style (row 3, column 2) on page 6
- Some interface reshuffling (tab reordering)
- Titles over avatar characteristics/options
- Shadow is a semi-transparent solid; this should cause less problems exporting
- Option to remove shadow from export
- Transparent backgrounds for exports show as a checkerboard
- Client-based (as opposed to server-based) save/load
- Binary files saved with the extension .mae
- New XML format (NOT finalized, see this note)
- New randomizer algorithm
- Flash Player 10 required
- and a whole, heck of a lot of code re-writing
- The avatar link will not work
- Users may experience problems saving using Internet Explorer on Windows Vista
Update:
As noted by Tommy, the eyebrow rotations in the latest editor beta were off. This was the result of a copy-and-paste typo where I accidentally had the maximum number of possible rotation values set to the number of possible colors ;). This should now be fixed. The new build version is 1.0.1.31t which you can check for in the top right of the File menu. If your number is lower, clear your cache and reload the page.
Update 2:
As reported by Mapi, I've included a known issue that users using IE and Vista might have troubles saving files.
Random just got less... Random
I just finished up a new random generator that takes into consideration visual appearance over pure randomness. So, for example, it's less likely that eyes will be sticking out the edge of a head, or that a mouth will be above the nose. It also takes into consideration some other factors such as not having beards for girls. You can always add them later ;) but the random option won't be doing it for you. Below are examples of 6 random characters created, in sequence (i.e. I didn't do a bunch and pick out the best - I only did 6), by the new random generator.

You may note that boys can still have makeup. I'm going to go ahead and let that pass...
I'll probably update the beta with a new drop soon (once I clean up a few more things).
You may note that boys can still have makeup. I'm going to go ahead and let that pass...
I'll probably update the beta with a new drop soon (once I clean up a few more things).
Monday, January 26, 2009
Status Update; Plan Changes
Originally, I had intended on completely overhauling the editor interface for a new and unique look that not only changed what you saw, but how you interacted with the various features of an avatar to change them. Those plans have been dropped. Due to time constraints and the already delayed release, I instead decided to leave the editor much as it is now, as seen in the Transitional Beta.

But interface isn't everything. There is still a lot of work to be done under the hood.
So far, all Big N references have been removed. Additionally, the new Flash Player 10 save and load features have been implemented allowing for the editor to save and load avatar files without requiring an interaction with the server (making it easier to use on your own site or when offline). I have taken some time to do some code refactoring, but it's still very messy.
In fact a lot of what's left is cleaning up the mess. When I first started the editor, focus was put entirely on parsing the Mii character binary files as saved on a Wii remote. Providing a preview was an afterthought (and by far, the hardest and most time consuming portion). Since the preview was built around the Mii file parsing, there really isn't much wiggle-room in terms of extending the editor to do more than what's supported by the Wii. And I can't tell you how many times people have requested to add a hat, or a new hair style, or something else that is not Wii Mii-compatible. In order for the editor to be useful outside of editing Miis, that will need to change. And it is on that which I'm currently working.
Oh, and I haven't done anything new with the XML format I proposed earlier. I guess I'll have to work on that too ;)

But interface isn't everything. There is still a lot of work to be done under the hood.
So far, all Big N references have been removed. Additionally, the new Flash Player 10 save and load features have been implemented allowing for the editor to save and load avatar files without requiring an interaction with the server (making it easier to use on your own site or when offline). I have taken some time to do some code refactoring, but it's still very messy.
In fact a lot of what's left is cleaning up the mess. When I first started the editor, focus was put entirely on parsing the Mii character binary files as saved on a Wii remote. Providing a preview was an afterthought (and by far, the hardest and most time consuming portion). Since the preview was built around the Mii file parsing, there really isn't much wiggle-room in terms of extending the editor to do more than what's supported by the Wii. And I can't tell you how many times people have requested to add a hat, or a new hair style, or something else that is not Wii Mii-compatible. In order for the editor to be useful outside of editing Miis, that will need to change. And it is on that which I'm currently working.
Oh, and I haven't done anything new with the XML format I proposed earlier. I guess I'll have to work on that too ;)
Saturday, July 19, 2008
My Avatar Editor - Transitional Beta
For those of you who haven't already noticed, a transitional beta of My Avatar Editor is now online. This is not what My Avatar Editor will ultimately look like, but its different enough from the Wii's™ Mii™ Channel to get it back on the streets (methinks).

Some of the GUI changes include:
There's no telling when this new version will be released, but it will be a while. I'm currently going through a code review now cleaning things up and taking out the aforementioned hacks where necessary. There will be some other architectural changes that could delay this process not to mention the fact that I still have to figure out how to implement Mii™ compatibility within the new feature sets that are to be added. I might provide more detail on that situation at a later time.
Some of the GUI changes include:
- A change in the color scheme
- A change in the button (and other control) styles
- Characteristic buttons (tabs) have been moved to the bottom of the screen
- All characteristic tabs are represented at the bottom rather than having some in sub-tabs (for example face shapes and facial features now are each given their own tab)
- Arrows for paging through characteristic variations have been moved to the bottom
- There is no longer an avatar URL
- The character shadow is now correctly behind/below the character's feet
- The eyes on Page 4 Col 1 Row 2 were given the missing eyelashes (the icon preview had them but they were not seen when on the avatar)
- Character names should now end when a null character is reached; this prevents new short names possibly revealing characters from long names used before the short name was set
- Fixed mole size range. It was incorrectly going to 15 (steps) when it should have stopped at 8
There's no telling when this new version will be released, but it will be a while. I'm currently going through a code review now cleaning things up and taking out the aforementioned hacks where necessary. There will be some other architectural changes that could delay this process not to mention the fact that I still have to figure out how to implement Mii™ compatibility within the new feature sets that are to be added. I might provide more detail on that situation at a later time.
Labels:
10,
compatibility,
editor,
features,
flash player,
new,
save,
update
Wednesday, June 4, 2008
Beyond the Mii™
There are some obvious limitations to the Nintendo Mii™ characters. These limitations are all the result of the constraints on how much any one character can be changed. And much of those limitations are a result of (I imagine) the fact that Mii™ characters have to be able to be represented through a very small file.
Mii™ characters themselves are saved as a series of flags and simple numeric values that represent a particular characteristic. Contrary to some popular belief, they are not saved in their entirety as a 3D mesh and collection of textures. To visualize a Mii™ you have to read in a value that corresponds to a trait and build your own version of that trait to display the character.
For example, given a Mii™ binary file, you may find that the hair trait has a value of 12. From that, you would go through your own custom graphics (3D or otherwise), find the 12th variation of that trait, and display it on the screen. The Wii™ has all of these graphics stored locally as 3D. My Avatar Editor (and Mii Editor before it) stores all of its custom graphics in 2D.

Now, a common question is, can I do more with my Mii™ than the Wii™ allows me to? The simple answer is no, you can't. This is because you do not have access to the graphics that the Wii™ has stored on its system. Those are the graphics that define the Mii™ characters and as far as I know, you have complete access to those graphics via the Mii™ channel.
Of course here, on the world wide web, from the comfort of your home and with the capabilities of your desktop (or laptop) computer, those limitations shouldn't be a factor. Instead, the limitations fall on me to create whatever graphics you might want to use with your avatar. Because My Avatar Editor will no longer be confined to the limitations of Mii™ characters, there is more flexibility in what can be done.
What this means is that you should expect more from My Avatar Editor - more editing capabilities and more variations of characteristics, etc. However, these features will come later down the road. And I will want to, of course, maintain Mii™ compatibility when necessary. Making sure that can happen among a slew of new features might be a little difficult. So the first release will probably remain Mii™ only until a suitable solution for new features can be devised.
Mii™ characters themselves are saved as a series of flags and simple numeric values that represent a particular characteristic. Contrary to some popular belief, they are not saved in their entirety as a 3D mesh and collection of textures. To visualize a Mii™ you have to read in a value that corresponds to a trait and build your own version of that trait to display the character.
For example, given a Mii™ binary file, you may find that the hair trait has a value of 12. From that, you would go through your own custom graphics (3D or otherwise), find the 12th variation of that trait, and display it on the screen. The Wii™ has all of these graphics stored locally as 3D. My Avatar Editor (and Mii Editor before it) stores all of its custom graphics in 2D.

Now, a common question is, can I do more with my Mii™ than the Wii™ allows me to? The simple answer is no, you can't. This is because you do not have access to the graphics that the Wii™ has stored on its system. Those are the graphics that define the Mii™ characters and as far as I know, you have complete access to those graphics via the Mii™ channel.
Of course here, on the world wide web, from the comfort of your home and with the capabilities of your desktop (or laptop) computer, those limitations shouldn't be a factor. Instead, the limitations fall on me to create whatever graphics you might want to use with your avatar. Because My Avatar Editor will no longer be confined to the limitations of Mii™ characters, there is more flexibility in what can be done.
What this means is that you should expect more from My Avatar Editor - more editing capabilities and more variations of characteristics, etc. However, these features will come later down the road. And I will want to, of course, maintain Mii™ compatibility when necessary. Making sure that can happen among a slew of new features might be a little difficult. So the first release will probably remain Mii™ only until a suitable solution for new features can be devised.
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