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10 changes: 5 additions & 5 deletions docs/creators-advanced-avatar-customization.md
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Expand Up @@ -9,8 +9,8 @@ As described in the [creating custom avatars](intro-avatars.html) page, the most

For more advanced customization, you can use the following resources:

* [Photoshop PSD Templates](https://github.com/MozillaReality/hubs-avatar-pipelines/blob/master/Photoshop) - Photoshop templates for a custom Hubs base color skin. You can also use Photoshop's 3D painting tools, using the [Robot OBJ/MAT file](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats).
* [Substance Painter Project](https://github.com/MozillaReality/hubs-avatar-pipelines/blob/master/Substance)- Full Substance Painter projects for advanced custom skinning. You can also download and modify any of our example texture sets.
* [Photoshop PSD Templates](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Photoshop) - Photoshop templates for a custom Hubs base color skin. You can also use Photoshop's 3D painting tools, using the [Robot OBJ/MAT file](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats).
* [Substance Painter Project](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/blob/master/Substance)- Full Substance Painter projects for advanced custom skinning. You can also download and modify any of our example texture sets.

![UV Layout example](img/UVLayout.jpg)

Expand Down Expand Up @@ -48,17 +48,17 @@ You can follow along with Jim and Dom in this recorded live stream here to walk

We offer the following resources if you'd like to modify our base Robot avatar:

* [Blender Source Files](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**
* [Blender Source Files](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**

* [Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
* [Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.

We recommend using [Blender 2.83](https://builder.blender.org/download/) (or whatever the most recent release is) for custom models since we have provided example files that you may use as a guide. (Typically, skeleton setup varies between modeling appications which can make importing/exporting skeletons a bit tricky due to unexpected changes in bone rotations, but it is still possible to use something other than Blender.) Note: the .blend files were created with [Blender 2.8](https://builder.blender.org/download/) due to the built-in glTF exporter. The glTF importer/exporter for Blender is currently in development. Expect some bugs and [please report them!](https://github.com/KhronosGroup/glTF-Blender-IO/issues)

Hubs avatars are meant for VR, which means that you should work in real world units. A typical avatar height is roughly 1.7 meters. Note: This is typically a 'standing height'. The lack of legs shown here is a part of that overall height.

![avatar height diagram](img/avatarHeight.jpg)

Files with the suffix *_base* refer to the most barebones, basic robot avatar template that can be used as a reference when creating new avatar models. Typically, the Blender workflow would be to either 'Link' or 'Append' the objects from [AvatarBot_base_for_export.blend](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) in order to use the existing armature (skeleton) and any animations that go along with it, using them as a basis for your own model that you would attach to it.
Files with the suffix *_base* refer to the most barebones, basic robot avatar template that can be used as a reference when creating new avatar models. Typically, the Blender workflow would be to either 'Link' or 'Append' the objects from [AvatarBot_base_for_export.blend](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) in order to use the existing armature (skeleton) and any animations that go along with it, using them as a basis for your own model that you would attach to it.

The armature is based largely upon the same hierarchy and naming conventions of the skeleton provided by [High Fidelity](https://docs.highfidelity.com/en/rc80/create/avatars/avatar-standards.html#skeleton). This also happens to have a similar structure to VRChat in terms of bone orientations.
However, in our current implementation in Hubs, we have eliminated some of the bones within the hierarchy, namely the lower body and arm joints since we are not using any sort of inverse kinematics (IK) at the moment. This may change in future iterations.
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16 changes: 10 additions & 6 deletions docs/creators-blender-components.md
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Expand Up @@ -39,7 +39,9 @@ The second option is called ‘**Increment**’ and lets you specify the number
![UV Scroll Example 2](img/components_UVscroll_02.gif)
- The same scroll speed as above with an increment value of 0.1.

We can take advantage of this effect by using long strips of animations in a sort of virtual flip-book, allowing the playback of things such as blinking lights, all the way to full-blown GIF animations. For additional information about advanced uses of the ‘UV Scroll’ component, see Jim’s excellent Creator Labs write-up [HERE](https://hubs.mozilla.com/labs/animating-textures-with-the-uv-scroll-component-pt1/).
We can take advantage of this effect by using long strips of animations in a sort of virtual flip-book, allowing the playback of things such as blinking lights, all the way to full-blown GIF animations.

<!-- For additional information about advanced uses of the ‘UV Scroll’ component, see Jim’s excellent Creator Labs write-up [HERE](https://hubs.mozilla.com/labs/animating-textures-with-the-uv-scroll-component-pt1/). -->


## Avatar
Expand Down Expand Up @@ -110,7 +112,7 @@ To make a media frame, create an ‘Empty’ in your Blender scene. Since media

The ‘**Media Type**’ dropdown will let you specify which type of media your frame will accept. This can be limited to only 2D media, specific types of 2D media, 3D models, or any type of media.

For more information about the ‘Media Frame’ component, see Laurie ONeill’s article on Creator Labs [HERE](https://hubs.mozilla.com/labs/working-with-media-frames/).
<!-- For more information about the ‘Media Frame’ component, see Laurie ONeill’s article on Creator Labs [HERE](https://hubs.mozilla.com/labs/working-with-media-frames/). -->


### Particle Emitter
Expand Down Expand Up @@ -399,7 +401,7 @@ Adding an ‘Audio Target’ component to an empty will also automatically add a

An ‘Audio Zone’ is a special volume in your Hubs scene inside which you can override audio settings. It is useful for creating private spaces in your scene outside of which audio cannot be heard from within the defined volume. Audio zones affect both spoken audio as well as media audio that are within the audio zone.

For more information about the ‘Audio Zone’ component and how it works, see [Matt’s article on Creator Labs](https://hubs.mozilla.com/labs/creating-speaker-stages-and-manipulating-audio-in-hubs/).
<!-- For more information about the ‘Audio Zone’ component and how it works, see [Matt’s article on Creator Labs](https://hubs.mozilla.com/labs/creating-speaker-stages-and-manipulating-audio-in-hubs/). -->

### Image

Expand Down Expand Up @@ -578,7 +580,7 @@ The Audio Settings options are:

**Media Cone Outer Gain**: A double value describing the amount of volume reduction outside the cone defined by the ‘Media Cone Outer Gain’ attribute. Its default value is 0, meaning that no sound can be heard.

If you’d like an example of what some sound combinations can sound like, head on over to [THIS](https://hubs.mozilla.com/scenes/hitpNgs) super handy Hubs scene that has a number of videos, each with different ‘Audio Params’ overrides that you can listen to while you walk around so you can get an idea how the settings affect the volume as you move around the scene.
<!-- If you’d like an example of what some sound combinations can sound like, head on over to [THIS](https://hubs.mozilla.com/scenes/hitpNgs) super handy Hubs scene that has a number of videos, each with different ‘Audio Params’ overrides that you can listen to while you walk around so you can get an idea how the settings affect the volume as you move around the scene. -->

### Environment Settings

Expand Down Expand Up @@ -646,7 +648,9 @@ Contrary to popular assumption, Hubs avatars do not navigate the 3D scene using
![Navigation Mesh Example 1](img/components_navigationMesh_01.png)
- A sample Hubs scene with a ‘Navigation Mesh’ (shown in green).

The ‘Navigation Mesh’ component gets attached to a duplicated section of floor that has areas cut out for walls and other scene objects that you don’t want avatars to be able to walk through. Navigation meshes must be one mesh object (you cannot have multiple nav meshes in a scene) and all vertices must be welded together so that there are no discontinuous pieces. It’s generally a good idea to also attach a ‘Visible’ component to your nav mesh with its visibility toggled off (unchecked). For more information about making custom nav meshes for your scene, check out Jim’s comprehensive article on Creator Labs [HERE](https://hubs.mozilla.com/labs/what-is-a-nav-mesh/).
The ‘Navigation Mesh’ component gets attached to a duplicated section of floor that has areas cut out for walls and other scene objects that you don’t want avatars to be able to walk through. Navigation meshes must be one mesh object (you cannot have multiple nav meshes in a scene) and all vertices must be welded together so that there are no discontinuous pieces. It’s generally a good idea to also attach a ‘Visible’ component to your nav mesh with its visibility toggled off (unchecked).

<!-- For more information about making custom nav meshes for your scene, check out Jim’s comprehensive article on Creator Labs [HERE](https://hubs.mozilla.com/labs/what-is-a-nav-mesh/). -->

### Reflection Probes

Expand All @@ -655,5 +659,5 @@ The ‘Reflection Probe’ element is used to create areas in your scene inside
![Reflection Probe Example 1](img/components_reflectionProbe_01.png)
- The ‘Reflection Probe’ component and its settings.

For more information about the ‘Reflection Probe’ element, see [Jim’s excellent article on Creator Labs](https://hubs.mozilla.com/labs/baked-lighting-for-better-looking-hubs-scenes/) titled “Baked Lighting for Better-Looking Hubs Scenes”.
<!-- For more information about the ‘Reflection Probe’ element, see [Jim’s excellent article on Creator Labs](https://hubs.mozilla.com/labs/baked-lighting-for-better-looking-hubs-scenes/) titled “Baked Lighting for Better-Looking Hubs Scenes”. -->

4 changes: 2 additions & 2 deletions docs/creators-linking-rooms.md
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Expand Up @@ -8,8 +8,8 @@ It is possible to link Hubs rooms together using Spoke, or from directly in Hubs

The first thing that you want to do is create your rooms. While you have the ability to create rooms directly from a scene URL, this will generate a new room each time. In order to link multiple rooms together, we recommend generating the rooms first, then updating the rooms to use a scene that contains links to the other room.

1. Go to [https://hubs.mozilla.com/](https://hubs.mozilla.com/) and use the 'Create Room' button to create a new room. You can use the 'Favorite' button to keep the room pinned to your home page to find it easily, or copy the link somewhere.
2. Do this for each room that you want to have available
<!-- 1. Go to [https://hubs.mozilla.com/](https://hubs.mozilla.com/) and use the 'Create Room' button to create a new room. You can use the 'Favorite' button to keep the room pinned to your home page to find it easily, or copy the link somewhere.
2. Do this for each room that you want to have available -->

## Option 1: Linking rooms from inside Hubs
It is possible to link rooms together directly from inside of another Hubs room without having to create new scenes. To do this:
Expand Down
10 changes: 5 additions & 5 deletions docs/dev-client-basics.md
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Expand Up @@ -36,15 +36,15 @@ and [`WebAudio`](https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API)
The `Media Capture and Streams API` allows microphones, cameras, and
screencapture to be accessed within the browser. Data is captured and encoded
locally before being sent (as `WebRTC` streams) to a backend service
([`Dialog`](https://github.com/mozilla/dialog)), where they are forwarded to
([`Dialog`](https://github.com/Hubs-Foundation/dialog)), where they are forwarded to
other clients connected to the same room. Incoming streams are decoded and
transformed (e.g. by `PannerNode` s and `GainNodes` from the `WebAudio` API)
before being played through the user&rsquo;s speakers.
- [`HTTP`](https://developer.mozilla.org/en-US/docs/Web/HTTP),
[`Web Sockets`](https://developer.mozilla.org/en-US/docs/Web/API/WebSockets_API) :
The Hubs client is web app, which means its code is downloaded when you visit a
hubs-powered site. After its initial load, the hubs client exchanges many, many
messages to the backend web server, [`Reticulum`](https://github.com/mozilla/reticulum).
messages to the backend web server, [`Reticulum`](https://github.com/Hubs-Foundation/reticulum).
To download assets like 3D model files and 2D images, the client makes `HTTP`
requests. To exchange game state information like, &ldquo;where my avatar is
moving&rdquo;, the client sends messages over a `Web Socket` connection
Expand All @@ -63,15 +63,15 @@ usually written in typescript.

There are three main sections of application code:

The [`admin`](https://github.com/mozilla/hubs/tree/master/admin) directory
The [`admin`](https://github.com/Hubs-Foundation/hubs/tree/master/admin) directory
contains a separate application that powers the Hubs admin panel. Note that
this directory will likely undergo changes in the near future.

The [`react-components`](https://github.com/mozilla/hubs/tree/master/src/react-components)
The [`react-components`](https://github.com/Hubs-Foundation/hubs/tree/master/src/react-components)
directory contains all of the 2D UI shown in menus, modals, and toolbars
throughout the client. It is built with [`React`](https://react.dev/).

The [`src`](https://github.com/mozilla/hubs/tree/master/src) directory contains
The [`src`](https://github.com/Hubs-Foundation/hubs/tree/master/src) directory contains
of the code that powers the 3D simulation. The entry points for various pages
are defined in `webpack.config.js`.

Expand Down
18 changes: 9 additions & 9 deletions docs/dev-client-gameplay.md
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Expand Up @@ -35,7 +35,7 @@ hundreds more from the community.

Originally built with `A-Frame`, Hubs switched to `bitECS` and using `Three.js`
directly. Motivation, goals, and non-goals about the transition can be found
in this PR from June, 2022. [#5536](https://github.com/mozilla/hubs/pull/5536)
in this PR from June, 2022. [#5536](https://github.com/Hubs-Foundation/hubs/pull/5536)

TODO: Write the scope in this document based on that PR

Expand Down Expand Up @@ -114,8 +114,8 @@ TODO: Add APIs to register custom add-ons.
### Directories

Most of the built-in add-on source codes are found in
[`src/components`](https://github.com/mozilla/hubs/tree/master/src/components) and
[`src/bit-systems`](https://github.com/mozilla/hubs/tree/master/src/bit-systems).
[`src/components`](https://github.com/Hubs-Foundation/hubs/tree/master/src/components) and
[`src/bit-systems`](https://github.com/Hubs-Foundation/hubs/tree/master/src/bit-systems).
Also find the files imported from them. If you want to read the built-in add-on
code check the directories.

Expand Down Expand Up @@ -754,7 +754,7 @@ consistency unless any strong reasons.

### HubsWorld

`HubsWorld` defined in [`src/app.ts`](https://github.com/mozilla/hubs/blob/master/src/app.ts)
`HubsWorld` defined in [`src/app.ts`](https://github.com/Hubs-Foundation/hubs/blob/master/src/app.ts)
extends [`bitECS World`](https://github.com/NateTheGreatt/bitECS/blob/master/docs/INTRO.md#-world).
It manages some extra Hubs Client specific resources and also provides some
useful data. For example you can get elapsed and delta time from it.
Expand All @@ -772,7 +772,7 @@ associated `Object3D` is allowed.)
TODO: Write the benefit from this limitation

You need to call `addObject3DComponent()` defined in
[`src/utils/jsx-entity.ts`](https://github.com/mozilla/hubs/blob/master/src/utils/jsx-entity.ts)
[`src/utils/jsx-entity.ts`](https://github.com/Hubs-Foundation/hubs/blob/master/src/utils/jsx-entity.ts)
to associate an `Object3D` with an entity.

```typescript
Expand All @@ -799,7 +799,7 @@ addObject3DComponent(world, eid, new Group());
```

`addObject3DComponent()` adds the built-in component `Object3DTag` defined in
[`src/bit-components.js`](https://github.com/mozilla/hubs/blob/master/src/bit-components.js)
[`src/bit-components.js`](https://github.com/Hubs-Foundation/hubs/blob/master/src/bit-components.js)
to an entity and stores an `Object3D` in the special `eid2obj` map managed in
`HubsWorld`.

Expand Down Expand Up @@ -941,7 +941,7 @@ hand and to version control.

### renderAsEntity()

Our `renderAsEntity()` function defined in [`src/utils/jsx-entity.js`](https://github.com/mozilla/hubs/blob/master/src/utils/jsx-entity.ts)
Our `renderAsEntity()` function defined in [`src/utils/jsx-entity.js`](https://github.com/Hubs-Foundation/hubs/blob/master/src/utils/jsx-entity.ts)
parses `EntityDef`, adds entities to the world, and assign components to the
entities.

Expand Down Expand Up @@ -1102,10 +1102,10 @@ as Hubs bitECS component definition.

### Hubs Blender add-on and Spoke

[`Hubs Blender add-on`](https://github.com/MozillaReality/hubs-blender-exporter)
[`Hubs Blender add-on`](https://github.com/Hubs-Foundation/hubs-blender-exporter)
can export `glTF` file with Hubs bitECS component data.

[Our online authoring tool Spoke](https://hubs.mozilla.com/spoke/) also
[Our online authoring tool Spoke](https://github.com/Hubs-Foundation/Spoke) also
includes component data in the gltf files that it exports and uploads.


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