[x3d-public] HAnim and glTF skins

GPU Group gpugroup at gmail.com
Thu Nov 29 08:01:02 PST 2018


PS I loved this little tool for making humans
http://www.makehumancommunity.org/
and used the humans in blender for static shot raytrace
https://sites.google.com/site/commutar/
- see human shots near bottom
x but the export options don't include glTF or x3d
*
https://github.com/makehumancommunity/makehuman
* collada .dae
* filmbox .fbx
* makehuman exchange (mhx2
* wavefront obj
* ogre 3D
* Stereolithography (stl)
Rig format
* Biovision Hierarch BVH

Q1. what do you guys use?
Q2. should makehuman export something we like, and if so what?
Thanks, Doug Sanden (freewrl)



On Thu, Nov 29, 2018 at 7:34 AM Andreas Plesch <andreasplesch at gmail.com>
wrote:

> My interest was in supporting animation in glTF inlines  in x3dom. With
> basic animation pretty much solved as TimeSensor/Interpolator/Route combos,
> the next step is skinned animation. Since HAnim is actually not strictly
> limited to humanoids (if the H is ignored), it appears more and more
> feasible to use it to represent glTF skins and skeletons in a fairly
> complete manner. At least this is what my first manual translations
> suggest. I am not familiar with other skinned animation systems but most
> can export glTF.
>
> Another feature in glTF are morph targets which are independent of skins.
> They are similar to HAnim displacers but I have not looked very closely if
> it is possible to define a mapping between them.
>
> One difference is that morph targets can be used outside of a joint
> hierarchy (skeleton) in glTF whereas displacers are confined to joints and
> segments within a x3d skeleton. Until displacers are released into the
> wild, it would mean that glTF meshes with morph targets have to be wrapped
> in a humanoid node. This seems possible.
>
> Implementing HAnim vertex wise deformation ultimately needs to be in
> vertex shaders. This may actually mean using a glTF skin representation
> since it is perhaps more shader friendly.
>
> -Andreas
>
> ---on the phone---
>
>>
>> Date: Wed, 28 Nov 2018 16:35:17 -0800
>> From: Leonard Daly <Leonard.Daly at realism.com>
>> To: x3d-public at web3d.org
>> Subject: Re: [x3d-public] HAnim and glTF skins
>> Message-ID: <20125083-023f-b96a-6586-ab8e6d3ea128 at realism.com>
>> Content-Type: text/plain; charset="utf-8"; Format="flowed"
>>
>> Andreas,
>>
>> I have read all of the messages with this subject. I am responding to
>> the first one because I think that is best where my question arises.
>>
>> Are you working on an understanding and implementation of H-Anim skinned
>> animation in X3D or the more general animation of skinned surfaces that
>> is done in Maya/Blender/+ in most every other application/use?
>>
>> If you are doing the more general case would it make more sense to get a
>> good understanding of the process and work-flow that is used in those
>> applications and practices?
>>
>> If the intent is to use H-Anim with X3D, you will need to resolve the
>> differences between X3D V3.3/H-Anim V1.0 and X3D V4 (not yet in
>> existence)/H-Anim V2.0 (perhaps); as you have noted in one of the other
>> messages in this chain.
>>
>>
>> Leonard Daly
>>
>>
>> > I am collecting information on these skinning systems here:
>> >
>> > https://github.com/andreasplesch/x3dom/wiki/HAnim-and-glTF-skins
>> >
>> > [This is a editable wiki if anybody wants to add to it]
>> >
>> > It looks like the less well known
>> >
>> > jointBindingPositions/Rotations/Scales and skinBindingCoords/Normals
>> >
>> > fields used for non-humanoid skeletons may be useful but I am not
>> > certain how to interprete those fields. Castle may not implement those
>> > as a search did not find a match ?
>> >
>> > My understanding is that the transformation matrix defined by these
>> > fields needs to applied before joint trafos are applied. But to which
>> > vertices ? The ones listed in skinBindingCoords for sure (if they are
>> > indexed by skinIndex field in the joint) but how does
>> > skinBindingCoords and skinCoords field interact ? Does the
>> > skinBindingCoords field take precedence ? But why then have both
>> > fields in the first place ?
>> >
>> > Could the jointBinding fields equivalently be replaced by a sub-Joint
>> > node under the joint the fields map to ?
>> >
>> > Is there an example using these fields ?
>> >
>> > Thanks,
>> >
>> > -Andreas
>> >
>> >
>> >
>> >
>>
>> --
>> *Leonard Daly*
>> 3D Systems & Cloud Consultant
>> LA ACM SIGGRAPH Past Chair
>> President, Daly Realism - /Creating the Future/
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>> ------------------------------
>>
>>
>> From: Leonard Daly
>> Sent: Wednesday, November 28, 2018 4:35 PM
>> To: x3d-public at web3d.org
>> Subject: Re: [x3d-public] HAnim and glTF skins
>>
>> Andreas,
>>
>> I have read all of the messages with this subject. I am responding to the
>> first one because I think that is best where my question arises.
>>
>> Are you working on an understanding and implementation of H-Anim skinned
>> animation in X3D or the more general animation of skinned surfaces that is
>> done in Maya/Blender/+ in most every other application/use?
>>
>> If you are doing the more general case would it make more sense to get a
>> good understanding of the process and work-flow that is used in those
>> applications and practices?
>>
>> If the intent is to use H-Anim with X3D, you will need to resolve the
>> differences between X3D V3.3/H-Anim V1.0 and X3D V4 (not yet in
>> existence)/H-Anim V2.0 (perhaps); as you have noted in one of the other
>> messages in this chain.
>>
>>
>> Leonard Daly
>>
>> I am collecting information on these skinning systems here:
>>
>> https://github.com/andreasplesch/x3dom/wiki/HAnim-and-glTF-skins
>>
>> [This is a editable wiki if anybody wants to add to it]
>>
>> It looks like the less well known
>>
>> jointBindingPositions/Rotations/Scales and skinBindingCoords/Normals
>>
>> fields used for non-humanoid skeletons may be useful but I am not
>> certain how to interprete those fields. Castle may not implement those
>> as a search did not find a match ?
>>
>> My understanding is that the transformation matrix defined by these
>> fields needs to applied before joint trafos are applied. But to which
>> vertices ? The ones listed in skinBindingCoords for sure (if they are
>> indexed by skinIndex field in the joint) but how does
>> skinBindingCoords and skinCoords field interact ? Does the
>> skinBindingCoords field take precedence ? But why then have both
>> fields in the first place ?
>>
>> Could the jointBinding fields equivalently be replaced by a sub-Joint
>> node under the joint the fields map to ?
>>
>> Is there an example using these fields ?
>>
>> Thanks,
>>
>> -Andreas
>>
>>
>>
>>
>>
>> --
>> Leonard Daly
>> 3D Systems & Cloud Consultant
>> LA ACM SIGGRAPH Past Chair
>> President, Daly Realism - Creating the Future
>>
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