[X3D-Ecosystem] JoeKick Example with Animations
Joe D Williams
joedwil at earthlink.net
Fri Aug 22 19:02:01 PDT 2025
Hi Carol,
Attached is a version of the 'standard' animations using
JoeKick instead of Jin
This may be easier to experiment with.
Use Castle viewer
https://castle-engine.io/castle-model-viewer
or
X_ITE
https://create3000.github.io/x_ite/playground/
select all, paste new file
Might see complaints since JoeKick is LOA3 and
Animations are for LOA4, so some outputs
not connected to skeleton.
Search for:
DefaultAnimation_loa4
Then these three Joint nodes are changed.for DefaultAnimation group
<OrientationInterpolator DEF='Default_r_hip_RotationInterpolator'
key='0 0.25 1' keyValue='-1.5 -1.2 0.7 2.5, -1.5 -1.2 0.7 2.5, -1.5 -1.2 0.7 2.5'/>
<OrientationInterpolator DEF='Default_r_knee_RotationInterpolator'
key='0 0.5 1' keyValue='1 0 0 2.5, 1 0 0 2.5, 1 0 0 2.5'/>
<OrientationInterpolator DEF='Default_r_talocrural_RotationInterpolator'
key='0 0.5 1' keyValue='0 1 0 1, 0 1 0 1, 0 1 0 1'/>
Mainly axis-angle doesn't need to be so correct
as unit quaternion and several x y z and scale values
will do so just adjust until looking good then maybe try
to refine. The browsers will not complain and any combo is ok to
convert to unit quaternion if needed.
When rotating Joint, recall character is not a mirror, and the
model rotation right-hand rule is from the character's
perspective. When character right hand thumb is pointing
along its positive X axis (toward model left) then finger curl shows
+X-axis rotation.
Thanks and let's discuss,
Joe
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