[x3d-public] HAnim only skeleton renderable ?

Joseph D Williams joedwil at earthlink.net
Tue Jun 19 15:44:37 PDT 2018


➢ this is quite helpful although I got the impression that in HAnim skeleton is contrasting segments and joints and represents the physical body to be rendered.

Wrong, the comment is in no way helpful. It ignores the basic realistic method of defining the skeleton in terms of joint center, and connecting segments arranged in a natural hierarchy that allow animation by rotation of joint centers to provide a pose and transplation of the root joint, to transport the entire character. This is the way it is done “under to covers” of the skeleton-cased animation tools and is the best known and understood basic for providing the skeleton and geometry animations. 

The comments about never this and not that are made from the vantage point of a barely understood glimps at some highly abstracted human interface for some tool. Like maybe he would not think that the ‘skin’ animation is not best controlled by joint(s) rotation rather than segment orientation? Anyway, glad to see work on some examples. Look at the Joe kick one. That shows it all. 

http://hypermultimedia.com/x3d/hanim/HAnimCollection20130818/HAnimCollection20130818.zip

maybe some easier to read in that collection. 

Thanks and Best,
Joe




Sent from Mail for Windows 10

From: Andreas Plesch
Sent: Tuesday, June 19, 2018 12:58 PM
To: X3D Graphics public mailing list
Subject: Re: [x3d-public] HAnim only skeleton renderable ?

Thanks Leonard,

this is quite helpful although I got the impression that in HAnim skeleton is contrasting segments and joints and represents the physical body to be rendered.

But you are correct that there should be answer that does not require assumptions. Perhaps it is productive to focus on the prototype implementation and understand that better first.

Andreas



Date: Tue, 19 Jun 2018 07:15:00 -0700
From: Leonard Daly <Leonard.Daly at realism.com>
To: x3d-public at web3d.org
Subject: Re: [x3d-public] HAnim only skeleton renderable ?
Message-ID: <c1af840f-df0a-0eee-fc73-7878aac680b2 at realism.com>
Content-Type: text/plain; charset="utf-8"; Format="flowed"

Andreas,

This does not directly answer your question.

In character animation the skeleton created during the rigging process 
is never rendered. It is a collection of points in space that the skin 
is anchored to. During development and animation, the skeleton may be 
rendered by the animation and/or rigging tool; but geometry is never 
created for it. Of course an author may choose to create a mesh for the 
skeleton, in which case it would be rendered as regular geometry.

Leonard Daly



> In my first attempt to improve the implemention of  HAnim nodes and
> fields in x3dom, most (all?) shapes making up the Nancy humanoid from
> Nancy, native tags, were rendered multiple times, on top of each
> other.
> The reason turned out to be the USE references in the joints and
> segments field of Humanoid.
> Since a USE node places another instance of a DEF node into the scene
> graph, all the Shapes in the joint and segment nodes were duplicated.
>
> So my question is if only the nodes in the skeleton field should be
> rendered while the USE references in the joints and segments fields
> should not be rendered and are provided exclusively for other purposes
> (like kinematics) ? I could not quite answer that question from the
> standard language.
>
> -Andreas
>

-- 
*Leonard Daly*
3D Systems & Cloud Consultant
LA ACM SIGGRAPH Past Chair
President, Daly Realism - /Creating the Future/
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