[X3D-Ecosystem] Don’s LinkedIn post. John’s thoughts
John Carlson
yottzumm at gmail.com
Tue Dec 9 23:44:57 PST 2025
All,
Great to see the FACS menu and HAnimDisplacers demoed, and all the work
everyone has done.
Apologies if my HAnimUtilityKit repository went away recently, I found out
I was being charged by GitHub for some large files, so the whole repository
got deleted. I still have the entire history locally, I just need to find
an appropriate source code control site for large files, if Aaron continues
to produce them. I think Michalis said he had an alternate site in Germany
he was using (Codeberg?)
Apologies for missing so many HAnim meetings! Seems like dozens now! I
plan on attending the X3D ecosystem meeting tomorrow.
If you want the FACS combinations menu, that is also available, and perhaps
adding some creaseAngles there would add to realism instead of blocky
facial features.
Next steps likely beyond that for me are investigating exactly how MuJoCo
represents soft bodies, like ponchos and hammocks, in their XML, and try to
map that into something I create in X_ITE or perhaps Sunrize, if I am
brave. I don’t plan on addressing HAnim directly at this time, since that
is more likely represented via skin weights. Instead, I’m looking for a
“dynamic CoordinateInterpolator” involving physical forces, or a “dynamic
Displacer.” I’m just musing here. The point is to have points which
aren’t predetermined in advance, not necessarily pseudorandom particle
systems, but something with interdynamics and intradynamics. Obviously,
these things can be pre-baked in advance, the difference here is
interactivity. One should be able to choose to fall on a hammock at
anytime it’s rocking back and forth, empty or full, even though you might
fall on the ground because of a bad choice.
This is why real-time animation is important, for the spontaneity that
creates meaningful experiences. I don’t really want to wax philosophical
or scientific here, it’s wrapped up in Jed Donnelley’s “I freely choose,”
which he claims is based on previous experience. But the whole universe is
essentially looking at all the other corners of the universe, so it’s
understandable why such things are computationally untractable. But we
might be able to capture a small portion that is meaningful. That’s my
goal, not to be the final step, but be the next step.
Some of you may enjoy this clip from an old Christmas movie:
https://youtu.be/hImy_6B6H88?si=0LuCqfyaq3oHfgQj
Merry Christmas!
John
On Tue, Dec 9, 2025 at 9:07 PM Don Brutzman via x3d-public <
x3d-public at web3d.org> wrote:
> I've posted on LinkedIn a summary and link to a blog entry on my website.
>
> - "Humanoid Animation #HAnim and #X3D Standards: Capabilities and
> Prospects" video and presentation are now available.
> - Joe D Williams <https://www.linkedin.com/in/joe-d-williams-416887/> and
> I presented an overview and progress report on Web3D Consortium
> <https://www.linkedin.com/company/web3d-consortium_2/> standards
> development work as part of Metaverse Standards Forum
> <https://www.linkedin.com/company/metaverse-standards-forum/> Characters
> and Avatars Town Hall on 19 November 2025. Additional presenters included
> representatives from Qualcomm
> <https://www.linkedin.com/company/qualcomm/>, Meta
> <https://www.linkedin.com/company/meta/>, VRM Consortium with The
> Khronos Group <https://www.linkedin.com/company/the-khronos-group/> glTF
> graphics, and Pixar Animation Studios
> <https://www.linkedin.com/company/pixar-animation-studios/>.
> - As described and demonstrated, current HAnim working group activity
> is bringing rigorous, validatable, and practically repeatable HAnim human
> models online using Web standards. Development of multiple open-source
> tools and converters are demonstrating author-defined model poses,
> interactive behavior interpolation, BVH-style motion animation, archival
> metadata, and even anatomical correctness. All HAnim example models are
> published online using the Web-viewable X3D Graphics standard. Full blog
> post follows with links to video and presentation.
> -
> https://www.linkedin.com/posts/don-brutzman-741b40373_hanim-x3d-activity-7404323060503478272-Toti?utm_source=share&utm_medium=member_desktop&rcm=ACoAAFyJ_CEBAOg7-3edp_GWfKRTEEfTxMIU4w4
>
>
> - *Metaverse Standards Forum Town Hall: Characters and Avatars*
> - *Humanoid Animation (HAnim) and X3D Standards: Capabilities and
> Prospects*
> - Joe D. Williams and Don Brutzman, 9 NOV 2025
> - Our contribution to this town hall shows 25 years of steadily
> advancing efforts by dedicated members of the Web3D Consortium Humanoid
> Animation (HAnim) Working Group. Current activity is bringing rigorous,
> validatable, and practically repeatable HAnim human models online using Web
> standards. Development of multiple open-source tools and converters are
> demonstrating author-defined model poses, interactive behavior
> interpolation, BVH-style motion animation, archival metadata, and even
> anatomical correctness. All HAnim example models are published online using
> the Web-viewable X3D Graphics standard.
> - Special thanks to Aaron Bergstrom of North Dakota University for
> several of the nine interactive Web demos that are linked in the
> presentation briefing, playable in any Web browser.
> -
> https://relativemotion.info/metaverse-standards-forum-msf-town-hall-characters-and-avatars
> - https://www.youtube.com/watch?v=GK6aqhJbn7w&t=2701s
> - transcript available, the round-table discussion at the en remains
> interesting too!
> - https://www.youtube.com/watch?v=GK6aqhJbn7w&t=5236s
>
> Once again thanks to everyone contributing to the preparation of this
> brief, and the years of cooperative work everyone has contributed getting
> to this level of accomplishment. Totally impressive.
>
> Have fun with HAnim and X3D! 😀 👍
>
> all the best, Don
> --
> X3D Graphics, Maritime Robotics, Distributed Simulation
> Relative Motion Consulting https://RelativeMotion.info
> _______________________________________________
> x3d-public mailing list
> x3d-public at web3d.org
> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>
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