<div dir="auto">Joe, I think you want to say that the humanoid and points rotations are at 0 0 1 0</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Sep 30, 2024 at 11:53 AM Joe D Williams via x3d-public <<a href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Recommended Web3D Standards<br>
<a href="https://www.web3d.org/standards/all" rel="noreferrer" target="_blank">https://www.web3d.org/standards/all</a><br>
Humanoid Animation Interfaces<br>
<a href="https://www.web3d.org/documents/specifications/19774/V2.0/index.html" rel="noreferrer" target="_blank">https://www.web3d.org/documents/specifications/19774/V2.0/index.html</a><br>
X3D Base Interfaces<br>
<a href="https://www.web3d.org/documents/specifications/19775-1/V4.0/index.html" rel="noreferrer" target="_blank">https://www.web3d.org/documents/specifications/19775-1/V4.0/index.html</a><br>
X3D SAI (Scene Access Interfaces)<br>
<a href="https://www.web3d.org/documents/specifications/19775-2/V3.3/index.html" rel="noreferrer" target="_blank">https://www.web3d.org/documents/specifications/19775-2/V3.3/index.html</a><br>
XML Encoding<br>
<a href="https://www.web3d.org/documents/specifications/19776-1/V3.3/index.html" rel="noreferrer" target="_blank">https://www.web3d.org/documents/specifications/19776-1/V3.3/index.html</a><br>
Web3D HAnim Working Group<br>
<a href="https://www.web3d.org/working-groups/hanim" rel="noreferrer" target="_blank">https://www.web3d.org/working-groups/hanim</a><br>
HAnim Examples Archive<br>
<a href="https://www.web3d.org/x3d/content/examples/HumanoidAnimation/index.html" rel="noreferrer" target="_blank">https://www.web3d.org/x3d/content/examples/HumanoidAnimation/index.html</a><br>
X3D HAnim Example1<br>
<a href="https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKickIndex.html" rel="noreferrer" target="_blank">https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKickIndex.html</a><br>
<a href="https://create3000.github.io/x_ite/playground/?url=https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.x3dX3D" rel="noreferrer" target="_blank">https://create3000.github.io/x_ite/playground/?url=https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.x3d<br>
X3D</a> HAnim Example 2<br>
<a href="https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinScaledV2L1LOA4OnlyMarkersCanonical.xml" rel="noreferrer" target="_blank">https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinScaledV2L1LOA4OnlyMarkersCanonical.xml</a><br>
Another Entry Point<br>
<a href="https://webx3d.org/" rel="noreferrer" target="_blank">https://webx3d.org/</a><br>
<br>
<br>
Web3D ISO/IEC Humanoid Animation<br>
<br>
The HAnim (Humanoid Animation) standard is a<br>
platform-independent ISO/IEC Standard to produce<br>
a realistic realtime anytime interactive<br>
Humanoid character operating in standardized<br>
web environments.<br>
<br>
Every detail of the HAnim standard is intended<br>
to promote sharable animations and interactions<br>
between similar models.<br>
<br>
>From inception into the future this Humanoid model<br>
describes the primary extensible basis for<br>
development of the Virtual Twin concept,<br>
operating under direct user control and<br>
autonomously, alone or with others in<br>
a wide range of standardizable host environments.<br>
<br>
Host Coordinate System<br>
Standard GL (metres)<br>
Character Coordinate System<br>
Standard GL (metres)<br>
0 0 0 at floor between feet,<br>
model gaze toward +Z,<br>
+X to model left, +Y up,<br>
Right-hand rule<br>
default I pose (relaxed attention)<br>
<br>
The HAnim character can be composed at<br>
several levels of complexity of skeleton and<br>
geometrey.<br>
Humanoid (container)<br>
skeleton (realistic hierarchy)<br>
Joint (basic motion animation target)<br>
Segment (geometry, accessories, Sites)<br>
Site (data, landmark, sensor)<br>
Joint (... rest of hierarchy)<br>
skin (indexed geometry,<br>
continious deformable mesh,<br>
animated by skeleton)<br>
<br>
The Humanoid container holds the skeleton and<br>
associated geometries and sensors, and the skin.<br>
<br>
The skeleton can be produced at five levels of<br>
articulation:<br>
LOA-0 represents only the humanoid_root Joint object<br>
LOA-1 represents a hierarchy of 18 joints<br>
LOA-2 consists of 71 joints<br>
LOA-3 consists of 94 joints<br>
LOA-4 consists of 148 joints<br>
<br>
Geometry to vizualize the Humanoid can consist of:<br>
Level 1 geometry which provides for individual shapes<br>
for body part segments and accessories.<br>
These are animated directly by operation of the skeleton<br>
hierarchy and separately as required.<br>
Level 2 provides Level 1 plus animation of a deformable<br>
mesh skin according to a weighted value shared among<br>
various joints that may have an effect upon motion of<br>
the individual points of the mesh.<br>
<br>
Sites: A set of surface feature landmarks provide<br>
a standardized reference locations on the model<br>
for various data points, interaction areas,<br>
accessory geometry, and sensors.<br>
<br>
So, the Five main elements of the HAnim Standard are:<br>
Humanoid<br>
Joint<br>
Segment<br>
Site<br>
Displacer <br>
<br>
Displacer provides an independent means to<br>
animate geometry points using a scalar interpolator.<br>
<br>
<br>
Web3D X3D ISO/IEC HAnim Implementation<br>
X3D offers an open and free reference implementation<br>
of the HAnim standard via the X3D HAnim component.<br>
<br>
Open Inventor ---><br>
Virtual Reality Modeling Language (VRML) ---><br>
Extensible 3D (X3D)<br>
<br>
X3D Authortime very human-readable user code<br>
can be created with simple text editor.<br>
Creates DAG scenegraph,<br>
Same child, Multiple parents.<br>
Strongly typed nodes and parameters.<br>
Validated by xml or other schema.<br>
None better realtime, live data structure<br>
<br>
X3D Scene Access Interface (SAI) runtime.<br>
Internal and External programming Operations<br>
are identical.<br>
None better realtime live scenegraph and event system.<br>
<br>
To me, the rest of X3D was born and made to do HAnim.<br>
<br>
<br>
Character Poses:<br>
1. Pose Before Animation/skin or garment binding<br>
I Pose (relaxed attention)<br>
GL coordinate system, metres<br>
All Joints 0 0 1 0<br>
All points 0 0 1 0<br>
2. Move to Skin or Garment binding Pose<br>
Whatever pose, referenced from Default animation pose.<br>
Data for Joint is index of point, weight of Joint.<br>
Each point can be controlled by up to four Joints (gltf)<br>
3. Default I pose should work.<br>
<br>
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</blockquote></div></div>