[x3d-public] HAnim Examples critique

Joseph D Williams joedwil at earthlink.net
Wed May 27 13:34:46 PDT 2020


Thanks, to me, much better and even better if we can place more than one link in the center col.
That way, for instance the left col could be Articulated 3D game characters and the series listed in the center.

Basic ‘Standard’ skeletons 
 All the 
Basic Animations 
Segment geometries
Skin Geometries

How about, at the top, showing both the legacy hanim emblem used in V1 spec, and an animated kicker running. 
Nice to have a visual along with the link.
Thanks,
Joe





From: Don Brutzman
Sent: Tuesday, May 26, 2020 9:19 PM
To: Joseph D Williams
Cc: h-anim at web3d.org; John Carlson; X3D Graphics public mailing list; Richard F. Puk
Subject: Re: HAnim Examples critique

Hi Joe.  We took a lot of these to heart over the last 6 weeks and much has now appeared at

* HumanoidAnimation X3D Examples Archive
   https://www.web3d.org/x3d/content/examples/HumanoidAnimation/

If you think it worthwhile, please review your critique against the latest to help guide our next round of effort on these examples.

Thanks for considering the possibilities.

On 4/10/2020 2:52 PM, Joseph D Williams 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 Lots is there and nothing is really been superceded, but plenty has been updated.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) <mailto:brutzman at nps.edu>
> *Sent: *Wednesday, April 8, 2020 2:05 PM
> *To: *joedwil at earthlink.net <mailto:joedwil at earthlink.net>; h-anim at web3d.org <mailto:h-anim at web3d.org>; John Carlson <mailto:yottzumm at gmail.com>
> *Cc: *Richard F. Puk <mailto:puk at igraphics.com>; Brutzman, Donald (Don) (CIV) <mailto: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
> 

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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