[x3d-public] [h-anim] Basic Animataion data

doug sanden highaspirations at hotmail.com
Fri Nov 11 13:16:04 PST 2016


Thanks Joe, great stress test.
http://dug9.users.sourceforge.net/web3d/temp/freewrlKickEx1_Nov112016.png
- node names: HAnimHumanoid vs Humanoid etc which is correct?
- vertex index warning errors H: due to content authoring / not 'validated' by browser?
- low frame rate > cause > un-optimized?
- problems with head geometry? 
-Doug




________________________________________
From: Joe D Williams <joedwil at earthlink.net>
Sent: November 11, 2016 1:33 PM
To: doug sanden; x3d-public at web3d.org
Subject: Re: [x3d-public] [h-anim] Basic Animataion data

Doug, can you run this one attached?

Thank,
Joe

----- Original Message -----
From: "doug sanden" <highaspirations at hotmail.com>
To: <x3d-public at web3d.org>
Sent: Friday, November 11, 2016 12:18 PM
Subject: Re: [x3d-public] [h-anim] Basic Animataion data


>
>> > Looks good - quats.
>> > -Doug
>> > ..
>> > And I think if dropping general transform -with scales- for
>> > joints,
>> > that means if you have skinNormals, you do the same transform on
>> > normals (as coords) instead of inverse-transpose, which IIRC
>> > corrects for anisotropic-scale-induced shear.
>>
>> That sounds big. I think you would need to write a fairly complete
>> outline on what to change.
>
> No spec changes needed - just internal code. If your joints nave no
> an-isotropic scales then in theory you can skip one inverse per
> joint transform.
>
>
>> Put this in as a spec comment. I have one in there that asks for
>> inclusion of either axis-angle of unit quaterions.
>> Of course the main issue, is that as far as I know, collada and
>> glTF
>> will only use unit quats for animation sequence transposrt.
>>
>>
>>
>> > ...
>> > freewrl converts axis angles to quats internally for some things
>> > already - to avoid the pole singularity with axis angles.
>>
>> Great, now will you implement the HAnim stuffs.
>
> Done.
>
>>
>> > ...
>> > Would like to see more goodies in HAnim / Anim.
>> > When implementing hanim in freewrl I was shocked by how little
>> > work
>> > the web3d browser does, and how much work is left for the content
>> > developer to do.
>>
>> Notice that the Joint node does have fields for data to do IK, so
>> that
>> a joint could be moved by other than hierarcal joint rotations.
>> Just
>> that as far as I know, those fields never got implemented but I
>> guess
>> with hope, the fields were left in the X3D spec. .
>>
>>
>> > For example IK. Q. Should we have a general IK solver node? Or
>> > other
>> > nodes to lighten the burden on content developers? Joe mentioned
>> > something about assigning joint weights automatically. Is that a
>> > node, or option in node?
>>
>> Sure, you look out there and see the IK in the tool, which really
>> helpsif you are making ketframes, or tyrying to do a realistic
>> simulation. You push a button and the thing gets rigged. Fantastic.
>>
>> Ihope you will see that all the basic stuff needed to fully
>> document
>> those items of interest are in the or can be added to, the HAnim.
>>
>> > ...
>> > I'm not sure I understand the difference between maya and blender
>> > when it comes to root nodes. Isn't that something an exporter
>> > could
>> > add, if missing?
>>
>> Look at LOA0. All there is is root node. The root node navigates
>> the
>> position and orietation of the skeleton-space, within the Humanoid
>> space.
>>
>> > ...
>> > I might have time in 2017 to do blender exporter for hanim.
>>
>> DOes freewrl do hanim? Can you do the skinnng?
>
> Yes. BoxMan.x3d. With displacers.
>
>> > I saved the old campbell barton python x3d exporter, which I
>> > hacked
>> > several ways before. Although it seems like a struggle to keep it
>> > working in latest revisions of blender: plugin api was a moving
>> > target for a while, didn't work last time I tried it:
>> > https://sourceforge.net/p/freewrl/git/ci/develop/tree/freex3d/blender_scripts/
>> >
>>
>> See what you can get and we can convert to X3D hanim.
>> Warning, getting the skin bindings may be hard.
>> All the joint (or bone) vertex vindings and weights may be locked
>> up
>> in a script (as I saw in Unity).
>> In general, the bindings are the most carfully kept secret of the
>> avatar.
>>
>
> OK I'll watch for that. Thanks Joe. The python export scripts are
> completely dependent on what the blender scripting API exposes. If
> it doesn't expose the rigging/joints then no export possible without
> hacking blender C code.
> https://www.blender.org/api/249PythonDoc/
> - it seems to have some Armature / Bone things exposed.
>
>> Thanks,
>> Joe
>>
>
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