Tags are the heart of the animation potential of avatars. Each clump tag is useful for identifying clumps so they can later be found by the Active Worlds Browser. I may have another tutorial to explain that topic in more detail at a later time.
For a list of tags pertaining to avatars see:
Model Tags used for building:
This tutorial will concentrate on the ability to add and use tags to be used for texturing, and creating signs. I will show you how to add tags to models and how to use them in retexturing models. AW has the following tags pre-asigned:
100 - Identifies the polygon as a target for the sign object action
200 - Identifies the polygon as a target for the picture object action
What that means is that a create picture "picture_name" will automatically refer to tag 200 without specifiying it. It is equivalent to:
create picture "picture_name" tag=200
This also applies to the sign object, create sign will automatically apply the sign lettering to the surface that is tagged 100.
For adding your own tags to any model, you need to either use notepad or another text editor, or use Accutrans to add them. In some cases the model maker may have added them to the model already and that should be documented somewhere. I will first explain what the advantages are for using tags in texturing.
Texturing with tags:
Using create texture "texture_name" tag=123 has the advantage of selectively texturing a predetermined section of the model, without texturing the whole model as that will happen when no tag is used in the action box. It is possible to apply 3 more textures to a model that way, in addition to the base texture. The textures in those surfaces will be replaced by the new ones. This is possible using a create texture, picture and animate me, all at the same time. I created a shape where the results can be easily seen. I have the main body textured and then taggged 3 surfaces with tag 200, tag 101 and tag 102. There is nothing special about using those tag numbers, they are easy for me to remember. Any tag number can be used.
The tags labeled here are embedded in the model file. I have tilted the model so you can see the other areas are not effected. It is available for free download, so you can play with it.
The results are demonstrated here. I kept adding textures to each of the three separate areas, colored red, yellow and green.
|The basic model with built-in texture. The colored areas would normally be textured, but for the purpose of this exercise I used colors instead.|
create texture sv-tile02 tag=101
Using a single tag at one time. The red area is textured using the create texture with the build-in tag of 101. As can be seen none of the other areas are retextured.
create texture sv-tile07 tag=200
create picture sv-tile07.jpg
The yellow area is textured using the create picture command, or the create texture with tag can also be used. As can be seen none of the other areas are effected.
create texture sv-tile02 tag=102
The green area is textured using the create texture with the build-in tag of 102. As can be seen none of the other areas are effected.
create texture sv-tile02 tag=101, picture sv-tile07.jpg
Two tags being used at the same time. The yellow area is textured also using create picture with the build-in tag of 200. It is important that the jpg extension be added to the picture filename. None of the other areas are effected.
create texture sv-tile02 tag=101, picture sv-tile07.jpg, animate tag=102 me sv-tile08. 1 1 0
Three tags being used at the same time. Finally the green area is textured using the animate me with the build-in tag of 102. None of the other areas are effected.
These are just a few examples of using up to 3 tags simultaneously. If each area alone were to be textured only, create texture with the tag number is the preferred way. It can only be used once in the action line, hence the requirement for the usage of the other commands. For a complete explanation of the complex animate and animate me command, see this Link.
Editng the model to include the tags will be shown in a forthcoming tutorial.