[x3d-public] HAnim Examples

GPU Group gpugroup at gmail.com
Sun Apr 26 16:11:31 PDT 2020


John - I wrote a parsing function that took those few fields as giant
SFStrings, and ground through them character by character, with a list of
legal separators to ignore: " ,\n\r\t"
-Doug


On Sun, Apr 26, 2020 at 5:03 PM John Carlson <yottzumm at gmail.com> wrote:

> visualizing more problems with annexdA.x3d file:
>
>  <HAnimMotion frameCount="392" enabled='true' loop='true' frameTime =
> "0.033333" frameDuration=".033333"
>              joints="HumanoidRoot, l_hip, l_knee, l_talocrural, r_hip,
>                    r_knee, r_talocrural, vl5, IGNORED, l_shoulder,
>                    l_elbow, l_radiocarpal, IGNORED, r_shoulder, r_elbow,
>                    r_radiocarpal, IGNORED, skullbase"
>
>              channels="6 Xposition Yposition Zposition Zrotation Xrotation
> Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>
> My Java and JS are choking on these codings:
>
> Java:
> protected class MFString81 {
>   protected MFStringObject getArray() {
>     return new MFStringObject(new java.lang.String[] {"umanoidRoot, l_hip,
> l_knee, l_talocrural, r_hip,
>                    r_knee, r_talocrural, vl5, IGNORED, l_shoulder,
>                    l_elbow, l_radiocarpal, IGNORED, r_shoulder, r_elbow,
>                    r_radiocarpal, IGNORED, skullbas"});
>   }
> }
> protected class MFString82 {
>   protected MFStringObject getArray() {
>     return new MFStringObject(new java.lang.String[] {" Xposition
> Yposition Zposition Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotation
>                      3 Zrotation Xrotation Yrotatio"});
>   }
> }
>
> $ node annexdA.js
>
> C:\Users\coderextreme\X3DJSONLD\src\main\node\net\coderextreme\data\annexdA.js:2
> 19
>           .setMotions((new
> autoclass.HAnimMotion()).setFrameCount(392).setEnable
>
> d(true).setLoop(true).setFrameTime("0.033333").setFrameDuration(0.033333).setJoi
> nts(java.newArray("java.lang.String", ["umanoidRoot, l_hip, l_knee,
> l_talocrural
> , r_hip,
>
>
>
>  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> ^^^^^^^^
> It appears to me like the XML is missing the critical '...' around the
> MFString.  This causes chop offs in the JSON of the leading and trailing
> characters.
>
> Can an MFNode be coded as a string as joints is?
>
> I'll accept that newlines can be present in an attribute in XML.  Learn
> something new every day!
>
> Thanks.
> John
>
> On Thu, Apr 23, 2020 at 9:45 PM GPU Group <gpugroup at gmail.com> wrote:
>
>> Implemented HAnimMotion - may need touchups.
>>
>> -Doug Sanden
>>
>>
>> My experience implementing v4 HAnimMotion in freewrl
>>
>> - took 4 days
>>
>> - there are some fuzzy areas - specs draft from last summer, and HAnim
>> specs don't match, and some inconsistencies in HAnim specs. For example
>> startFrame and endFrame are mentioned in text but not in fields list.
>>
>> - the annexd scene in Hanim needed some touchups:
>>
>> -- put HAnimMotion node inside HAnimNumanoid
>>
>> -- changed frameTime='0.03' to frameDuration='0.03'
>>
>> -- in code I change angles from degrees to radians
>>
>> x not sure I have the sense of the angles and translations correct
>>
>> - perhaps scene authors can tell from screen-capture video - link below
>>
>>
>> SPEC COMMENT >>>
>>
>> I initially thought and still after implementing think it would be useful
>> to split the Motion node into MotionPlayer and MotionData
>>
>> Then for scenes with multiple characters doing bits of motion
>> independently,
>>
>> HAnimHumanoid 1:1 HAnimPlay m:1 HAnimData
>>
>> so the data can be DEF/USEd by more MotionPlayers for different
>> characters in the scene
>>
>> The MotionPlayer would hold state such as frameIndex for a specific
>> Humanoid
>>
>> - and the MotionData would hold the float values and channel descriptions.
>>
>> <<< SPEC COMMENT
>>
>>
>>
>> http://dug9.users.sourceforge.net/web3d/tests/hanim/freeWRL%202020-04-23%2020-09-44.mp4
>>
>> http://dug9.users.sourceforge.net/web3d/tests/hanim/annexdA.x3d
>>
>>
>>
>> https://sourceforge.net/p/freewrl/git/ci/develop/tree/freex3d/src/lib/scenegraph/Component_HAnim.c
>>
>>
>> - line 340 for 15 lines
>>
>> - line 1090+
>>
>> On Wed, Apr 22, 2020 at 5:44 PM GPU Group <gpugroup at gmail.com> wrote:
>>
>>> SPEC COMMENT > V4 > HANIMMOTION >>>>
>>>
>>> I'm parsing the Motion AnnexD scene with a few tweaks.
>>> Initial thoughts:.
>>> Q. should Motion be split into MotionPlayer and MotionData?
>>> DEF/USE HanimHumanoid - marching troops - same skin and same
>>> synchronizes walk
>>> DEF/USE HAnimMotion - synchornized dancers -different skins and LOA, but
>>> still moving in syncrhonized walk
>>> - the Motion node would need to be parent-aware and hold a mapping to
>>> each parent separately
>>> DEF/USE HANimMotionData - several different characters in the scene
>>> walking at different times
>>> - you could do it the current node way, by including the motion data for
>>> each separate HAnimHumanoid.HanimMotion
>>> - but if the data was separate -and some of that data is a bit big and
>>> ugly in the scene file- then you'd only need it once for all the characters.
>>> -Doug Sanden
>>> <<<<  SPEC COMMENT > V4 > HANIMMOTION
>>>
>>> On Mon, Apr 20, 2020 at 3:01 PM GPU Group <gpugroup at gmail.com> wrote:
>>>
>>>> Thanks Don, will read up.
>>>> -Doug
>>>>
>>>> On Mon, Apr 20, 2020 at 2:47 PM Don Brutzman <brutzman at nps.edu> wrote:
>>>>
>>>>> [cc: group]
>>>>>
>>>>> Hi Doug.  Joe is on phone with me.  Joe notes that the HAnim2
>>>>> specification includes a Motion object and HAnimMotion example (clause 6
>>>>> part 2) but it is not in our X3D Example Archives - Basic HAnim examples.
>>>>>
>>>>> We have requested that Web3D replace the Draft International
>>>>> Specification (DIS) on the website with the now completed International
>>>>> Specification (IS) approved by ISO.
>>>>>
>>>>> Available already to Web3D members at
>>>>>
>>>>> [2.1]   GitHub: Web3D Consortium members, HAnim
>>>>>         https://github.com/Web3DConsortium/HAnim
>>>>>
>>>>> [2.2]   GitHub: Web3D Consortium members, HAnim Specifications
>>>>> combined parts 1 and 2
>>>>>
>>>>> https://github.com/Web3DConsortium/HAnim/raw/master/ISO-IEC19774-combined-IS.Web3D.zip
>>>>>
>>>>> On our Thursday afternoon call we will look at hands and feet (in
>>>>> response to IEEE 3DBP group), HAnimMotion and triage of the remaining
>>>>> examples.  I'll ask Anita to schedule a regular weekly zoom line for us,
>>>>> details will be under MEMBERS > RESOURCES > TELECONFERENCE.
>>>>>
>>>>> On 4/20/2020 1:11 PM, GPU Group wrote:
>>>>> > Q. is there an example scene using the v4 HAnimMotion node?
>>>>> > -Doug Sanden
>>>>> >
>>>>> > On Fri, Apr 17, 2020 at 8:29 AM Joseph D Williams <
>>>>> joedwil at earthlink.net <mailto:joedwil at earthlink.net>> wrote:
>>>>> >
>>>>> >     Hi All, a next practical step is to care for the web3D.org HAnim
>>>>> Archives. Lots is there and nothing is obsoleted except for new names for
>>>>> items of the skeleton but all can be updated. There is duplication and some
>>>>> important items not adequately demonstrated.
>>>>>
>>>>> all the best, Don
>>>>> --
>>>>> Don Brutzman  Naval Postgraduate School, Code USW/Br
>>>>> brutzman at nps.edu
>>>>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
>>>>>  +1.831.656.2149
>>>>> X3D graphics, virtual worlds, navy robotics
>>>>> http://faculty.nps.edu/brutzman
>>>>>
>>>> _______________________________________________
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>>
>
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