[x3d-public] Fuzz testing HAnim

John Carlson yottzumm at gmail.com
Tue Mar 24 19:51:01 PDT 2020


Sorry for the late reply. My guess is I need some kind of rigging tool?
Will blender do the job?

What is the target language? I'm guessing we need some kind of
interpolators?

John

On Mon, Oct 7, 2019 at 1:22 AM Joseph D Williams <joedwil at earthlink.net>
wrote:

>
>
> The thing is, we need to unfuzz hanim.
>
> Unfuzz meaning making the stuff work more accurately.
>
> The first improvement would be more realistic joint models. Now we do
> joint rotations based on the idea that all joints work with the joint
> center of rotation fixed. Many joint types don’t actually do it this way,
> some slike and somehacve rotation centers change over the range. Some
> slide. X3d hanim doesn’t know about these joint types.
>
> Notice how the skin works, being displaced due to the effect of several
> joints. We need a way for the joints and sites to be controlled the same
> way. First, for the joints, we need to be able to define a group of joints
> that can move toegehter, like the bones in the hands and feet.
>
> Likewise, we nee a way for the site nodes to remain at the same skin
> vertex as the skin is deformed.
>
> All Best,
>
> Joe
>
>
>
> *From: *Joseph D Williams <joedwil at earthlink.net>
> *Sent: *Friday, October 4, 2019 8:19 PM
> *To: *John Carlson <yottzumm at gmail.com>; X3D Graphics public mailing list
> <x3d-public at web3d.org>
> *Subject: *Re: [x3d-public] Fuzz testing HAnim
>
>
>
>
>
> John, sounds like you have a plan. What can we get from existing hanim
> animations? An interesting problem is successfully animating a transition
> from one scripted animation to another, like from one hand sign to another,
> smoothly and realistically. Unfortunately, the joint rotation constraints
> parameters are rarely implemented, that I have seen.
>
> Joe
>
>
>
>
>
> *From: *John Carlson <yottzumm at gmail.com>
> *Sent: *Wednesday, October 2, 2019 7:10 PM
> *To: *Joseph D Williams <joedwil at earthlink.net>; X3D Graphics public
> mailing list <x3d-public at web3d.org>
> *Subject: *RE: Fuzz testing HAnim
>
>
>
> Joe,
>
>
> It’s called fuzzing, if you want to look it up.
>
>
>
> Perform or save a stochastic or chaotic animation (clips, possibly) to
> test limb and joint constraints, etc.
>
>
>
> John
>
>
>
> Sent from Mail <https://go.microsoft.com/fwlink/?LinkId=550986> for
> Windows 10
>
>
>
> *From: *Joseph D Williams <joedwil at earthlink.net>
> *Sent: *Wednesday, October 2, 2019 9:01 PM
> *To: *John Carlson <yottzumm at gmail.com>; X3D Graphics public mailing list
> <x3d-public at web3d.org>
> *Subject: *RE: Fuzz testing HAnim
>
>
>
> Hi John,
>
> Please tell me what is a fuzz test.
>
> The basis is Humanoid (humanoid space), skeleton composed of joints and
> segments (skeleton space), skin composed of points (skin space), animation
> bindings for joints to skin, and animation for the joints. What do we want
> to fuzz around with?
>
> All Best,
>
> Joe
>
>
>
>
>
> *From: *John Carlson <yottzumm at gmail.com>
> *Sent: *Tuesday, October 1, 2019 3:24 PM
> *To: *X3D Graphics public mailing list <x3d-public at web3d.org>; Joseph D
> Williams <joedwil at earthlink.net>
> *Subject: *Fuzz testing HAnim
>
>
>
> To get familiar with HAnim, I want to generate a fuzz test for the nodes
> and fields.
>
>
>
> Is anyone working on something similar?
>
>
>
> Thanks,
>
>
>
> John
>
>
>
>
>
>
>
>
>
>
>
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