[x3d-public] HAnim Examples

John Carlson yottzumm at gmail.com
Fri Apr 10 16:55:49 PDT 2020


I think at least I need to take baby steps.  Your phone calls have been
most helpful, but I think i need to sit down and at least create a LOA1
skeleton.

Sorry to be so dense.

John

On Fri, Apr 10, 2020 at 4:52 PM Joseph D Williams <joedwil at earthlink.net>
wrote:

>
>
>
>
> Hi All, from what we were able to decide so far, the next step is to care
> for the web3D.org HAnim Archives. Lots is there and nothing is really been
> superceded, but plenty has been updated. There is duplication and some
> important items not adequately demonstrated.
>
> So, the highlights are:
>
>
>
> Organizing Example Set:
>
> More Tutorial Order of Appearance
>
> Connections with other X3D Archives
>
> All will be preserved and referenced
>
>
>
> V2.0 Examples
>
>  (mostly evolved from v1.0)
>
> Basic Humanoid
>
>   skeleton-accessories-skin
>
> Basic Skeleton Animation
>
> Shared skeleton animations
>
> Segment Geometry
>
>   Geometry Animation
>
> Skin Geometry
>
>   Single Mesh - Multiple Meshes
>
> Skin Geometry Animation
>
>   Joint(s) to Point(s) with Weights
>
> V1.0 and 1.1 Examples
>
>  All current examples
>
>
>
> So, the main idea is to cull through the V1.x examples and produce a nice
> set of v2.0 examples.
>
> Some easily made from existing and some tune ups.
>
>
>
> Additionally, there is this that needs to be advanced.
>
>
>
>
> http://x3dgraphics.com/slidesets/X3dForAdvancedModeling/HumanoidAnimation.pdf
>
> needs:
>
> * Integrate loa4
>
> * Working Mocap conversion (in x3dEdit)
>
>
>
> Basic Tutorial Structure:
>
>
>
> Prerequisites
>
> # basic X3D user code and event system
>
> # Transform: orientation and rotation
>
> # parent/child hierarchies
>
> # timer, orientation interpolators
>
>
>
> Comment: Nothing Really Special Here.
>
> Since the entire reason for the rest of X3D is to produce and interactive
> environment for the interactive humanoid, all the basic building blocks for
> HAnim are mostly already there.
>
> Standard X3D
>
>   All Structures and Functions are Human Readable
>
>   Realistic Model:
>
>    X3D Medical/Physics Integrates as Expected
>
>  Best Practices:
>
>   Medical/Personal Orientation
>
>   Late 20th Century Animation Industry Agreements
>
>   Emphasis on RealTime but readable Data and Structures
>
>  Under the Covers, All same
>
>
>
> Tools:
>
> Simple Text Editor
>
> Stand Alone or HTML Canvas
>
> Free Open Authoring/Runtime Tools
>
> Commercial/Hobby
>
> X3DEdit
>
> X3dToXhtml.xslt
>
> X3D Validator
>
> X3D Tidy
>
> X3D DTD, X3D Schema, X3D Schematron
>
> Document and Analyze Joint. Segment, Site names and hierarchies
>
>
>
> Outline:
>
> Example Standard Realistic Humanoid
>
>  Standard Basic Initial Pose (prior to Animation)
>
> Joint hierarchies
>
> 'standard' Joint Center locations
>
>  'standard' Joint Functionalities
>
> 'standard' Site locations
>
> Example Joint center and Site locations
>
> Skeleton hierarchy and site coding example
>
> Skeleton Animation (ball and stick)
>
> Sharing Animations
>
>  Same Skeletons
>
>  Similar Skeletons
>
> Add Segment geometry
>
>  Proper Parentage
>
> Viewpoint examples Parent, Humanoid, Site(s)
>
> Use Displacer(s) with Segment Geometry
>
> Displacer Bindings:
>
>   points-displacements-scaling
>
> Sites: Shapes-Sensors-Viewpoints
>
> Add Skin Geometry
>
>  SIngle Mesh - Multiple Meshes
>
> Skin BIndings:
>
>   points-Joints-Weights
>
> Use Displacers with Skin geometry
>
> Non-standard Initial Pose
>
> Prototype Joint/Segment/Site nodes
>
>
>
> Motion Capture
>
> Capture Skeleton
>
> Performance Skelton
>
>  Joint Rotation same as Segment Orientation
>
>   (if skeleton’s structure is correct)
>
> Data Transport
>
>   (Whatever to X3D)
>
>
>
> Parent space
>
> Humanoid space
>
> Skeleton space
>
> Segment space
>
> Site space
>
> Skin space
>
> Works Best When all spaces are same space
>
>
>
> > From Don:
>
> Next we will resume weekly efforts to:
>
> - Review existing examples in Basic archive
>
>   https://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation
>
> - start a new HAnim model archive (as long expected)
>
> - copy and check and correct all HAnim1.1/X3Dv3.3 examples
>
>   (reconciling prior incorrect HAnimHumanoid version numbers)
>
> - copy and update relevant examples for HAnim2/X3D4
>
>   (some repetition expected between legacy models and new models)
>
> - copy, analyze, correct (if needed), and maintain all specification
> examples
>
> - add HAnimMotion examples
>
> - review and admire
>
>
>
> Let's talk about it
>
> Thanks and Best,
>
> Joe
>
>
>
>
>
> *From: *Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
> *Sent: *Wednesday, April 8, 2020 2:05 PM
> *To: *joedwil at earthlink.net; h-anim at web3d.org; John Carlson
> <yottzumm at gmail.com>
> *Cc: *Richard F. Puk <puk at igraphics.com>; Brutzman, Donald (Don) (CIV)
> <brutzman at nps.edu>
> *Subject: *HAnim Examples
> *When: *Thursday, April 9, 2020, 1:00 PM - 2:30 PM
> *Location: *X3D zoom line
>
>
>
> Joe and Don have reviewed HAnim v2 specification and corresponding X3D4
> references.
>
>
>
> "We went in and came out, miraculously emerging again!"
>
>
>
> Next we will resume weekly efforts to:
>
> - Review existing examples in Basic archive
>
>   https://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation
>
> - start a new HAnim model archive (as long expected)
>
> - copy and check and correct all HAnim1.1/X3Dv3.3 examples
>
>   (reconciling prior incorrect HAnimHumanoid version numbers)
>
> - copy and update relevant examples for HAnim2/X3D4
>
>   (some repetition expected between legacy models and new models)
>
> - copy, analyze, correct (if needed), and maintain all specification
> examples
>
> - add HAnimMotion examples
>
> - review and admire
>
>
>
>
>
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