[X3D-Public] X3D H-Anim Fun
Joe D Williams
joedwil at earthlink.net
Sat May 9 20:03:58 PDT 2009
So I can't help it Gang, I've just gotta press on this.
The X3D H-anim character (attached zip and screen pic) shows this one
with the LOA3 skeleton posed pretty much by the spec, then the single
mesh skin drawn in that same space, 'working' in four browsers.
More advanced tests coming soon, but this is a simplist meaningful
test stage just to show what can happen with the skin in the 'default'
skeleton pose using 'default' texture mapping, then move a joint of
two or more, or as it stands, only a neck joint.
I this test I am calling BSContact the only one that works completely
as I think I expected.
Maybe it is fruitless to expect any 'default' texture coordinates to
work right, but BS makes it seem possible. More in future tests, but
if you look closely you can see that both Flux and Instant handle the
movement of the head differently, causing other area of the texture to
move, where the underlying skin does not. More difficult to see unless
running: Octaga does not get the skin connected with joint animation
so the skin does not move, regardless of joint animation at this time.
If something is wrong, please tell me, but the skin (not necessarily
the texture) is clearly animating without error in three out these
four, so Octaga, please fix.
"Three out of Four is not that bad," one might say, "and there may be
some out there working that haven't been checked, ... ."
Fine. Well, it is worse than that. As you can see by its absence from
the attached illustration, Xj3D refuses to run the thing at all.
Somejavathing about somejavething running out of somejavathing.
Maybe, I hope it is simple and someone will show me.
Anyway, to me I thought it was great to show this thing almost working
in 3 out the 5 that I am running.
But also I was hoping I could skip all the above culling of failures
and get to the fun part.
Unzip the file to get JoeSkin4EX0.x3dv file then open it your most
simple text editor with line wrap turned off.
Now open the file with an X3D Browser and run it.
Hopefully the head moves and the texture gets found and wrapped.
Scroll down the text file past the skeleton definition and the
skin definition into the interpolators and find the First line with:
keyValue [ 0 0 1 0, 0 0 1 0, 0 0 1 0 ] }
(right knee joint) and change it to:
keyValue [ 0 0 1 0, 1 0 0 1.5, 0 0 1 0 ] }
Save the file then run it. How much more fun could you possibly be
having?
Not enough? Try this one:
keyValue [ 0 0 1 0, 1 1 1 1.5, 0 0 1 0 ] }
Each set of numbers (1 0 0 1.5, for example) are,
from the joint's point of view, (gaze +z, +y up, +x left),
really simple pitch and yaw and roll and rads.
For starters, think of using the first three numbers (p,y,r) ranging
from -1 to 1 and the fourth number (radians) ranging from -2pi to 2pi.
When more than one of the first three are not zero, the rotations sort
of blend together.
If it gets too far out of line, remember you can tame it down by
returning to the default initial joint rotation values of:
keyValue [ 0 0 1 0, 0 0 1 0, 0 0 1 0 ] }
No it is not wasted time experimenting to animate this particular
right knne.
Really, if the character follows the H-Anim standard, then every
H-Anim right knee will work almost exactly like this one.
When you figure out how this right knee works, then, by all means, try
another joint.
More later, and Best Regards,
Joe
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