[x3d-public] HAnim Sites, motion

Andreas Plesch andreasplesch at gmail.com
Sun Jun 24 18:13:01 PDT 2018


Hi Michalis,

thanks for the pointer. When or if I get to skin, I will follow along
your implementation although in the end the vertex positioning will
have to happen in the shader.

The annex C example looks the same in view3dscene and BSContact:

https://raw.githubusercontent.com/andreasplesch/x3dom/HAnim_work/test/functional/HAnim/19774-2V2AnnexC_Jin.x3d

-Andreas

On Sun, Jun 24, 2018 at 8:13 PM Michalis Kamburelis
<michalis.kambi at gmail.com> wrote:
>
> 2018-06-25 1:42 GMT+02:00 Andreas Plesch <andreasplesch at gmail.com>:
> > Similar to the Joints and Segments lists of Humanoid, there is also a
> > Sites list as a field.
> >
> > I strongly suspect that the content of that sites field is also not
> > supposed to be rendered, and only available as an (optional?)
> > convenience. Is that correct ? I did not find an example which uses
> > the sites field.
>
> That is also how I understood and implemented H-Anim in Castle Game
> Engine / view3dscene: "joints", "segments" and "sites" are not
> rendered.
>
> When traversing from HAnimHumanoid node, we traverse inside
> "skeleton", "skin" and "viewpoints" (although "viewpoints" should not
> have anything renderable of course).
>
> You can take a look at my comments and implementation inside
> THAnimHumanoidNode.DirectEnumerateActive in
> https://github.com/castle-engine/castle-engine/blob/master/src/x3d/x3dnodes_standard_h-anim.inc#L445
> where this logic is implemented:)
>
> Regards,
> Michalis



-- 
Andreas Plesch
Waltham, MA 02453



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