[X3D-Public] X3D H-Anim Fun

John Carlson john.carlson3 at sbcglobal.net
Sat May 9 21:25:28 PDT 2009


Here's the results I got with FreeWRL.  Sorry if you can't read TIFF  
(perhaps email will convert it?  I'm going to change the URL reference  
to the texture to see if I can get FreeWRL to find it.

John
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On May 9, 2009, at 8:03 PM, Joe D Williams wrote:

> 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
> < 
> JoeSkin4EX0 
> .zip><BSIOF256.jpg>_______________________________________________
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