[x3d-public] [x3d] Spec Comment by on 19774-1:H-AnimArchitecture - V1.0

Joseph D Williams joedwil at earthlink.net
Wed May 23 15:52:42 PDT 2018



Just one more point: 

>> Is a reclining figure
>> in the standard pose the same as one arranged on its head? 

➢ For easy import of animations it is best if the initial pose (all joints 0 0 1 0) is the recommended ‘semi-attention’ pose described in the standard. If the base pose for animation is different, then the animation data will probably not produce the desired result. It may be possible to adjust the animation data for different initial pose but it may be hard to do. That is why, for transporting animations, HAnim defines an initial pose. Any skeleton model in any animation system can be set the initial pose then ‘zero’ the thing (all joints 0010). 


http://www.web3d.org/documents/specifications/19774-1/V2.0/HAnim/HAnimArchitecture.html

The latest DIS version of the standard allows the user to define certain offsets to ‘move’ the skeleton and skin described in the hanim character so that ‘standard’ animations (animations contrived using the hanim ‘standard’ initial pose to be used in the animation. Please consider that while other poses, such as the T or different leg stances may be best for helpers used in the skin vertex binding and weighting process, it is not the optimum pose to serve as the initial (prior to animation) pose. 

Since the most important item, after defining a realistically animated character, is leveraging previous and future animations to be transportable, then just do like you learned in early gym, start with your hands at your sides and your feet about shoulder-width and looking straight ahead. Now if all you joints are set to  0010, you are ready to perform some ‘standard’ animations pitch, yaw, roll them joints to move – go from there.  

http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/JoeSkinTexcoordDisplacerKickIndex.html

http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/JoeSkinTexcoordDisplacerKick.x3d

http://hypermultimedia.com/x3d/hanim/JoeH-AnimKick1a.x3dv

http://hypermultimedia.com/x3d/hanim/skeleton/skeletonCompleteNormals.x3d

http://hypermultimedia.com/x3d/hanim/JoeSkin4EXSPYRWRJK.x3dv


Thanks and Best 
Joe
http://hypermultimedia.com/acontents.htm



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