[X3D-Public] X3D H-Anim Fun

John Carlson john.carlson3 at sbcglobal.net
Sat May 9 21:36:09 PDT 2009


Here's Octaga on a Mac.

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On May 9, 2009, at 9:25 PM, John Carlson wrote:

> 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
> <avatartest.tiff>
> 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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