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<div class="moz-cite-prefix">On 10/26/2016 7:26 PM, Joe D Williams
wrote:<br>
</div>
<blockquote
cite="mid:1043E21C819B4BD796BF93FBE8CB5E3F@joe1446a4150a8"
type="cite">
<blockquote type="cite">... capabilities made available in the X3D
files are either insufficient (e.g., lack of deformable skin
animation) ..
<br>
</blockquote>
<br>
Leonard, if you keep saying that [lack of deformable skin
animation] I must report you for abuse of the HAnim and X3D
standards.
<br>
</blockquote>
<br>
Joe, <br>
<br>
I have three points with H-Anim as expressed in V2. Some or all of
these comments also apply to V1.<br>
1) It is confused about what it is trying to accomplish - it says
its for humanoids and it says it's for non-humanoids.<br>
2) It uses terminology that is non-standard relative to the
animation industry<br>
3) It defines a means of constructing the animation that is not
standard with that done by the animation industry.<br>
<br>
I have provided multiple examples (both links and images) from
people working (including teaching) in the animation industry that
show how it is done there and how deformable skin joint animation is
used for models of non-animal and even non-living things. If you
believe that my analysis is wrong it is now up to you to provide
industry-used examples that show things differently. I am happy to
work to understand those and even, if necessary, change my opinion.
The examples can included technical papers (e.g., from SIGGRAPH),
tutorials, videos, "how-to" guides; pretty much anything done by or
for people in the animation industry.<br>
<br>
What has been done under H-Anim (ISO/IEC 19774) is rather irrelevant
to my discussion because it does not follow industry standard
practice. There is no point, and it is actually detrimental to the
industry, to have a standard that is not in wide-spread use.<br>
<br>
<br>
Leonard Daly<br>
<br>
<br>
<br>
<br>
<blockquote
cite="mid:1043E21C819B4BD796BF93FBE8CB5E3F@joe1446a4150a8"
type="cite">
<br>
Specifically, HAnim and X3D include two tools for deformable skin
(mesh) animation: the skeleton-skin hookups where the controllers
are Joint rotations, and the Displacer where the controller is a
numerical weight input. And they can work together.
<br>
<br>
If you are not convinced that X3D does deformable skin animation
using the same types of documentatation as every basic skeletal
animation tool uses, then you have not even studied the problem or
the standard, or even any examples.
<br>
<br>
<blockquote type="cite">Vinton G. Cerf in the October 2016 issue
of Communications of ACM [1] laments that while significant art
and cultural artifacts are available from as far back as 17,300
years ago, our current content is turning to unusable and
perhaps unreadable dust during our lives
<br>
</blockquote>
<br>
What did Dr Cerf wish to do abour that? Why is that true for you
for X3D? How is the X3D format not durable? Depends upon the
storage medium since X3D is juman readable. True, other archival
formats are not so readable so are they are in more danger than
X3D?
<br>
If you want want just a bunch of data sets with some validation
and without much of a runtime, then look at collada.
<br>
X3D will always be able to use data from collada.
<br>
<br>
<blockquote type="cite">The proposed systems architecture is to
split the archival and display into two separate categories.
<br>
</blockquote>
<br>
Sorry, what is the proposal? Do you wish to split the data and the
names of data?
<br>
X3D is an archival format, it just happens to also have a high
performance runtime.
<br>
That should not be a penalty or reason to somehow create two
different versions.
<br>
<br>
<blockquote type="cite">It seems inescapable that our society will
need to find its own formula for underwriting the cost of
preserving knowledge in media that will have some permanence.
<br>
</blockquote>
<br>
Smithsonian? Google drive? Usually, he would't talk unless he had
some sort of plan in mind.
<br>
<br>
If you are interested in the idea that X3D should accept many
different forms of data, then look over Don's shoulder as he is
working on implementation of a plan to convert and use typical
mocap data.
<br>
<br>
Good Luck,
<br>
Joe
<br>
<br>
<br>
<br>
----- Original Message ----- From: "Leonard Daly"
<a class="moz-txt-link-rfc2396E" href="mailto:Leonard.Daly@realism.com"><Leonard.Daly@realism.com></a>
<br>
To: "X3D Public" <a class="moz-txt-link-rfc2396E" href="mailto:x3d-public@web3d.org"><x3d-public@web3d.org></a>
<br>
Sent: Tuesday, October 25, 2016 8:43 PM
<br>
Subject: [x3d-public] X3Dng Architecture Design
<br>
<br>
<br>
<blockquote type="cite">I have published the next post on X3Dng.
This one covers the systems
<br>
architecture of how X3D can be used going forward. This post
begins to
<br>
describe the systems architecture where archived content is
separated
<br>
from display content. The post is at
<br>
<a class="moz-txt-link-freetext" href="http://realism.com/blog/purpose-x3d-architecture">http://realism.com/blog/purpose-x3d-architecture</a>.
<br>
<br>
The next posts will be a more detailed description of the
Archive and
<br>
Display. After that I will start to get into the nodes
supporting both
<br>
components.
<br>
<br>
<br>
-- <br>
*Leonard Daly*
<br>
3D Systems & Cloud Consultant
<br>
LA ACM SIGGRAPH Chair
<br>
President, Daly Realism - /Creating the Future/
<br>
<br>
</blockquote>
<br>
<br>
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<br>
</blockquote>
<br>
<br>
</blockquote>
<br>
<p><br>
</p>
<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
3D Systems & Cloud Consultant<br>
LA ACM SIGGRAPH Chair<br>
President, Daly Realism - <i>Creating the Future</i>
</font></div>
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