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

doug sanden highaspirations at hotmail.com
Sun Nov 13 06:25:09 PST 2016


Thanks Joe.
Got some texture. 
http://dug9.users.sourceforge.net/web3d/temp/freeWRL%202016-11-13%206_58_10%20AM.mp4
Thanks very much for the stress test and your helpful hints.
-Doug
more..
Rendered with gouraud /vertex lighting (vs phong/fragment lighting)
The spotlight has direction 0 0 0, and cutoff < beamangle, so I did a validation and set to default 0 0 -1, and followed the specs more closely with beamangle/cutoffangle logic. 

The skin has only 4 texture coordinates declared, and freewrl was spending its loop time writing console warning messages about not enough texture coords. Now I write the warning once, and apply a formula to repeat the texcoords.

Now I get ~200 FPS.

freewrl was lighting the circle linesets and diffuseColor, a bug, fixed to use emissive, no lights.
________________________________________
From: Joe D Williams <joedwil at earthlink.net>
Sent: November 11, 2016 4:35 PM
To: doug sanden; x3d-public at web3d.org
Subject: Re: [x3d-public] [h-anim] Basic Animataion data

OK, Doug,
BSContact is my reference.


----- Original Message -----
From: "doug sanden" <highaspirations at hotmail.com>
To: <x3d-public at web3d.org>
Sent: Friday, November 11, 2016 1:16 PM
Subject: Re: [x3d-public] [h-anim] Basic Animataion data


> Thanks Joe, great stress test.
> http://dug9.users.sourceforge.net/web3d/temp/freewrlKickEx1_Nov112016.png
> - node names: HAnimHumanoid vs Humanoid etc which is correct?

looks like a lot not working - no texture - seems wrong positon for
that pose - does ball work?

> - node names: HAnimHumanoid vs Humanoid etc which is correct?

HAnimHumanoid.

Sorry, I have been working with BS and that accepts teh h-anim names.
Now corrected so that all HAnim nodes start with HAnim ..

> - vertex index warning errors H: due to content authoring / not
> 'validated' by browser?

not sure what that error means, I think all vertices are supposed to
be named in skinCoordIndex(s) - I think I got them all.

> - low frame rate > cause > un-optimized?

How to optimize? I think that is minimum user code.
All joints not animated in this so could simplify some, but why so
slow, then? .
That is it for LOA3 and only that many points, How much skin can be
handled?

> - problems with head geometry?

what kind of problems, there are only 9 verts in the head.
I see the pic, geometry looks right

> -Doug

Thanks, I included a corrected version.
Joe

>
>
>
>
> ________________________________________
> 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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