Building a Fembot

General chat about fembots, technosexual culture or any other ASFR related topics that do not fit into the other categories below.
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RobotMaker
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Re: Building a Fembot

Post by RobotMaker » Sat Jun 25, 2016 5:32 pm

Reality is stupid. It would be cool to build game layers into interactions with a physical bot. For example, in the Sims there are relationship meters that start at zero and go up over time and conversation. Something like that with a bot could be cool so that different interactions can be unlocked over time and with saying and doing the right things.
I'm designing a fembot with the goal of making her and finding her a human boyfriend. Email me if you'd like: madscientist348807@gmail.com

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Re: Building a Fembot

Post by darkbutflashy » Sat Jun 25, 2016 6:53 pm

It would be cool if someone join me making a fembot themed, text-and-algorithms game. Something like that may face sunlight. And it doesn't have too many limitations which kick it back from awesome to adequate.

Image
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Re: Building a Fembot

Post by RobotMaker » Sun Jun 26, 2016 4:06 pm

I just found out about this open source robotics project.

https://youtu.be/JKtHCFToYPY

This isn't cutting edge of course, but it can be 3D printed and uses off the shelf motors and circuits. The design is masculine, but with some changed proportions it could be feminine.

I can imagine this with an outer silicone skin like a realdoll, and a voice interface chatbot for conversation and flirting :)

What do you guys think? Girlfriend material? Or just another robot?
I'm designing a fembot with the goal of making her and finding her a human boyfriend. Email me if you'd like: madscientist348807@gmail.com

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Re: Building a Fembot

Post by darkbutflashy » Sun Jun 26, 2016 5:09 pm

A pile of plastic shards wrapped around some servos.
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Re: Building a Fembot

Post by RobotMaker » Tue Jun 28, 2016 8:08 pm

I've been doing more research on the AI side of things. So far, I've found a really great voice interface program as well as an easy to modify chatbot AI. If I can get these two working together smoothly, I can have a voice interface with an AI that would remember things, be able to respond and I think be enjoyable as well. Both of these programs are written in Python, so they can both be used on a Raspberry Pi, which is a $35 computer. The Rasp Pi is compact too, so it should fit in the head of just about any fembot.

The voice interface suggested for Rasp Pi does require Internet connection, but the device can connect and I think most people would be talking to their fembot near a WiFi network. The documentation for that project was originally posted here:

http://stevenhickson.blogspot.in/2013/0 ... ry-pi.html

and there's more tutorial for it here:

http://diyhacking.com/best-voice-recogn ... pberry-pi/

This software supports lots of commands, so there can be a built in response to just about anything someone would want to do.

The AI chatbots that look the most promising are ChatterBot and ALICE. The ChatterBot is open source and can learn over time, and the ALICE program has won several AI awards for complexity. They are both Python and therefore theoretically compatible with Rasp Pi and the voice interface software. I want to play around with both of them and see how well they work and how easy they are to modify.

ChatterBot is here:

https://pypi.python.org/pypi/ChatterBot/0.4.3

and ALICE is here:

http://www.devdungeon.com/content/ai-ch ... ython-aiml

I'm sure you've all seen the talking RealDoll and would love to know how they accomplished it. After some research, it looks like there should be a few options for duplicating the project, with the programs listed above as the best functioning or most plausible way of doing it, without writing programs from scratch.

What do you think?
I'm designing a fembot with the goal of making her and finding her a human boyfriend. Email me if you'd like: madscientist348807@gmail.com

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Re: Building a Fembot

Post by darkbutflashy » Wed Jun 29, 2016 1:54 pm

Today's Dilbert strip: Image
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Re: Building a Fembot

Post by Esleeper » Thu Jun 30, 2016 8:13 pm

Building the body is the easy part. Building the mind on the other hand? That's where it gets tricky.

RM's stuff is sort of in the right direction, but ultimately it misses the point since no chatbot can genuinely comprehend what it or anyone else says. All it can do is offer up enough variety in its canned responses to give the illusion that it's doing more than mindlessly following its programming. At the very least, I won't be satisfied until such a fembot is able to express genuine sexual pleasure. As in, pleasure derived from the act in itself and the ability to desire sex on its own, and not because its programming says that it should feel good when having sex or seek it out.

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Re: Building a Fembot

Post by RobotMaker » Tue Jul 05, 2016 6:22 am

More in depth sensors would definitely be a must. There have been some projects utilizing deep neural networks for image recognition and creating speech. Its in the early stages, but its fascinating to see it learn and change and get better as it tries again and again. I dont have any illusions that I can create a fembot that can pass for a human, I want to create something thats enjoyable to be social with within the bounds of modern technology. I refuse to accept that its just completely impossible.
I'm designing a fembot with the goal of making her and finding her a human boyfriend. Email me if you'd like: madscientist348807@gmail.com

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Re: Building a Fembot

Post by Deep Blue » Wed Nov 30, 2016 2:44 pm

The appearance is not difficult, the main point is the cpu.

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Re: Building a Fembot

Post by tmc_6882 » Fri Jul 14, 2017 10:55 pm

A brief history of men who build female robots

Scarlett Johansson humanoid robot maker wants to teach you how to make sexy androids
Animatronic Head: Work in Progress

fibreglass mould is taken of this and a fibreglass core produced from it, which will be the basis for the mechanical understructure on which the skin will sit. Softened silicone, pigmented to the base colour of the performer's skin is poured into the mould and when it has set forms the skin for the head.

The fibreglass core is then mechanised using 12 servos, 10 for the eyes and brows and 2 for the jaw and is mechanically completely self contained, with a magnetic power switch which can be operated through the silicone skin. A second "working" skin is used to test the movement, after which the "hero" skin is stuck down onto the mechanical underskull and the head goes through a period of testing and programming with the performance system.

Once programming is completed the skin is prepped for painting, seams trimmed and any bubbles in the silicone filled. The rubber is painted with a mix of oil paints and liquid silicone, using reference photos and colour swatches taken during the lifecast and acrylic teeth produced from casts of the performers own teeth to replace the test set already in the head.

Finally, the back, sides and front hairline of the hair is hand punched and a knotted wig used for the longer top section, then the eyelashes and eyebrows added to complete the cosmetic process.
BATMAN VS SUPERMAN Zod Body BTS ADI

For the blockbuster BATMAN VS SUPERMAN, ADI created two ultra-realistic replicas of the deceased General Zod that would withstand close scrutiny by a camera lense. Fitness trainer Greg Plitt came to ADI for us to lifecast his body from the neck down while our colleague Barney Burman loaned us a headcast of actor Michael Shannon. Once the Shannon headcast was copied both the head and body were run in silicone with a polyfoam fill to make them solid. Zod body silicone runs and seaming: Tony Matijevich, Brian Clawson, and Tim Leach. Hair: Denise Baer. Paint: Mike Larrabee.
PLEASE NOTE: no photographs in this video represent REAL or ACTUAL deceased individuals (they are photos of previous replica work).
Before the release of the film, Greg Plitt passed away. This video is dedicated to his memory.
How Are Wax Figures Made?

If you're going to make a lifelike wax figure, you're going to need lots of two things: time and money. Experts estimate it takes roughly 350 hours to create a modern wax figure. Over the course of that 350 hours, you'll also likely spend between $150,000-$300,000!

That's not all you'll need, though. You'll need plenty of artistic flair, as well as a wide range of sophisticated tools and materials.

Sculptors of wax figures start by getting to know their subject. By looking at photographs and watching videos, they get to know what their subject looks like and how he or she behaves. If at all possible, they will also try to meet with their subject in order to observe them closely and take precise measurements.

They start the construction process by building a full-size clay model with a steel frame for the body. The head, which contains the most detail and is the most difficult part to perfect, is created as a separate, removable piece.

Once they have the clay model finished, sculptors then create a plaster mold of the face and head. After removing the plaster mold from the clay model, they fill the hollow mold with hot wax and then let it cool, so that the thick layer of wax hardens. At that point, the plaster mold can be removed.

Precise tools can then be used to add fine details to the wax face and head. For the eyes, hand-painted acrylic eyeballs are placed into the eye sockets. Multiple layers of oil paint are applied to create the right skin tone and accentuate prominent facial features. Facial and head hair, as well as clothing, are then added to finish the figure.

Why make figures out of wax? Sculptors note that wax is easy to cut and shape at room temperature. It also mixes with colors and takes paint very well. It's also easy to manipulate with other materials to get the precise texture and consistency desired to be as lifelike as possible.

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