<div dir="ltr"><div>The browser would swap all related fields when swapping skeleton and skin. But wouldn't swap .motions or .motionsEnabled -- that way the scene only has to route to animations in the high LOA humanoid, and the state of animation would persist across levels.</div><div>more..</div><div>The challenge is to swap humanoids, but do it in such a way that</div><div>a) routes from the scene don't need to change endpoints - such as MotionsEnabled or to Joints</div><div>b) animations don't miss a step - animation state is carried over to the next LOA humanoid</div><div>-Doug</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sun, Nov 19, 2023 at 12:21 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="auto">How would skinCoord and skinNormal work?</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, Nov 18, 2023 at 12:26 PM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">LOD types > multi-level contiguous > extension to Humanoid > Proposed internal extension method<div>- fields kept the same</div><div>- internal processing changes to do something different when there's an LOD containing HAnimHumanoids in the skin field</div><div>a) stores parent humanoid (level 0, LOA3) and LOD level 1,2 (LOA2, LOA1) humanoids in internal array</div><div>b) doesn't render LOD as part of skin</div><div>c) scrapes the SFInt32 [out] level_changed field on each frame to find which humanoid to render</div><div>d) requires Motion or MotionOrientation methods of animation (loose coupling through name lookups) </div><div>e) Motions and motionsEnabled are put in LOA3 parent humanoid, and applied to LOA2 and LOA1 via loose name-lookup </div><div>Benefits: </div><div>- no field changes, no new node types</div><div>- no new nodes or fields added to x3d.py</div><div>- exporter can do it with some changes, such as export panel option [x] package humanoids as LOD</div><div>Disbenefits:</div><div>- method not documented in specs and not obvious to scene designers</div><div>- hard for new browser or tool entrants to figure it out from specs or sample scenes</div><div>- would crash or confuse a browser that's not prepared for it</div><div><br></div><div>Switch {</div><div> whichChoice -1 </div><div> children [</div><div> DEF LOA2 HAnimHumanoid ...</div><div> DEF LOA1 HAnimHumanoid...</div><div> ]</div><div>}</div><div>DEF LOA3 HAnimHumanoid {</div><div>skeleton HAnimJoint { ... }</div><div>skin [</div><div> DEF LOA3SKIN Group {...}</div><div> LOD {</div><div> range [ 2, 5, 20]</div><div> children [</div><div> Group {} #empty placeholder for LOA3, the parent humanoid</div><div> USE LOA2</div><div> USE LOA1</div><div> ]</div><div> }</div><div>]</div><div>}</div><div><br></div><div>-Doug</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Nov 13, 2023 at 6:44 AM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">makehuman has topologies with different vertex counts:<div><a href="http://www.makehumancommunity.org/wiki/Documentation:Alternative_topologies" target="_blank">http://www.makehumancommunity.org/wiki/Documentation:Alternative_topologies</a> <br></div><div>- that's available in both standalone makehuman (geometries > topologies tab) and in MPFB2 blender plugin makehuman (Apply Assets > Topologies library)</div><div>- lowest poly male is 741 vertices</div><div>- highest is 13290</div><div>- there's a low and high poly eye or none</div><div>Options</div><div>- create and export each level separately from separate blender scene files, and hand-merge in LOD web3d scene</div><div>- create each level in same blender scene file, export as scene with multiple humanoids at same location and hand patch file to make LOD</div><div>- export panel option [x] merge humanoids as LOD</div><div><br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Nov 13, 2023 at 5:06 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="auto">Some can probably be post-processed.</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sun, Nov 12, 2023 at 9:41 PM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">A few things related to LOD level of detail for humanoids and blender exporting<div>1. how to convert a contiguous makehuman skin to segments for the segment method</div><div>2. how generate more than one level of skin and skeleton detail with makehuman in blender for the multiple skin method</div><div>3. how to export 1 and 2 / how to set up the results of multiple levels for export so they come out in forms we can use</div><div>- multiple skin method might use a new makeHumanLOD node which will have a field humanoids MFNode for each LOD as well as motions, motionsEnabled fields and LOD-specific fields like MFFloat range []</div><div>4. Apose vs Ipose - makehuman has a funny Apose for skin and skeleton (rig). when exporting can the difference between Ipose and Apose be written to the Joint.rotation fields? Can h-anim joint-named rig be chosen from rig list, and moved to the makehuman A-pose?</div><div>-Doug</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sun, Nov 12, 2023 at 5:49 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="auto"> Note, motionsEnabled may currently be disabled in HAnimHumanoid Blender export code. We can add it back with some agreement.</div><div dir="auto"><br></div><div dir="auto">I believe motions is still exported, so adding motionsEnabled by hand is not difficult.</div><div dir="auto"><br></div><div dir="auto">I did get motions working for Pt 2 annex d example with some changes.</div><div dir="auto"><br></div><div dir="auto">John <br><div class="gmail_quote" dir="auto"><div dir="ltr" class="gmail_attr">On Sat, Nov 11, 2023 at 9:15 AM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div dir="ltr"><div dir="ltr"><div dir="ltr">LOD suggestions (all untested)<div><p class="MsoNormal">LOD Requirements:<span></span></p>
<p class="MsoNormal">a) route to persistant fields for motions because skeleton/joints
and skin are swapped<span></span></p>
<p class="MsoNormal">b) motions include routing from
orientationInterpolators, and routing
to.motions and .motionsEnabled fields<span></span></p>
<p class="MsoNormal">Main Options:<span></span></p>
<p class="MsoNormal">A. external HAnimLOD node <span></span></p>
<p class="MsoNormal">- with MFNode field of HanimHumanoid and range [] field from
LOD node<span></span></p>
<p class="MsoNormal">- would expose .motions and .motionsEnabled fields and relay
their values to active LOD level Humanoid on each frame<span></span></p>
<p class="MsoNormal">B. extension to HanimHumanoid<span></span></p>
<p class="MsoNormal">- with MFFloat range [] and MFNode skeletons [] and MFNode
skins []<span></span></p>
<p class="MsoNormal">- motions and motionsEnabled would be persistent <span></span></p>
<p class="MsoNormal">- on each frame motions are applied to the currently
selected LOD level skeleton joints<span></span></p><p class="MsoNormal"><br></p><p class="MsoNormal">OrientationInterpolator – options for persistent field
targets > new node types<span></span></p><p class="MsoNormal">MotionRelay<br></p><p class="MsoNormal"><span></span></p><p class="MsoNormal">- MFString jointNames<span></span></p><p class="MsoNormal">- MFRotation values<span></span></p><p class="MsoNormal">– takes orientationInterpolator values and expresses them as
motions in Humanoid.motions field<span></span></p><p class="MsoNormal">- so routing to multiple LOD levels is replaced by routing
to a relay<span></span></p><p class="MsoNormal">- relay applies to LOD level skeleton joints by name lookup
during motion pass<span></span></p><p class="MsoNormal">x no way to convert SFRotation routes to MFRotation in web3d</p><p class="MsoNormal">MotionInterpolator<span></span></p><p class="MsoNormal">- MFString jointNames<span></span></p><p class="MsoNormal">- MFNode OrientationInterpolators<span></span></p><p class="MsoNormal">- MFBool replace<span></span></p><p class="MsoNormal">
<span style="font-size:10pt;font-family:Verdana,sans-serif">- no routing to
skeleton joints needed, motion update code will match jointname and scrape [out]
value_changed </span><br></p><p class="MsoNormal">Neither MotionRelay nor MotionInterpolator have frameIndex, frameIncrement they
aren’t fully derived from Motion abstract type, Motion hierarchy would need to be refactored<span></span></p><p class="MsoNormal">-Doug</p></div></div></div></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, Nov 11, 2023 at 8:05 AM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Issue: Unlike offline raytracing, realtime graphics looks best with fast frame rates. There is some desire to go beyond cartoon-like characters and achieve more realism in HAnim. Detailed HAnimHumanoid models designed for raytracing can slow frame rates. Scenes with multiple Humanoids and crowds with humanoids at different distances, and clothing details over skin on humanoids may benefit from speed optimizations. <div>1. Requirements for Level of Detail LOD type optimizations for humanoids:</div><div>a) coordinating change of skeleton / joints with change of skin and Coordinate node</div><div>b) persistent fields to route to, in particular motions, motionsEnabled when using Motion nodes, and method to use OrientationInterpolators on persistent fields as the skeleton / joint nodes change</div><div>2. other speed enhancements - methods to remove skin under clothing / swap clothing detail, use of buffers and GPU</div><div><br></div><div>Please post suggestions, methods and state of trial / if it has been tested in a browser.</div><div><br></div><div>-Doug</div><div>(PS I have no authority to do a CALL FOR anything. But want to see if web3d and hanim working groups should be doing/ can benefit from calls for)</div></div>
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