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

Joe D Williams joedwil at earthlink.net
Sun Nov 13 21:50:37 PST 2016


great Doug, that looks like it must be working. Sorry about that 
texcoord, I just used the minimum that worked with BS.
Amazing something that complex works so fine. Would it slow with more 
skin points? I think about 2000 or so is probably the minimum but I 
haven't had the patience to bind that many points, yet.
Thanks again,
Joe


----- Original Message ----- 
From: "doug sanden" <highaspirations at hotmail.com>
To: <x3d-public at web3d.org>
Sent: Sunday, November 13, 2016 6:25 AM
Subject: Re: [x3d-public] [h-anim] Basic Animataion data


> 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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