[x3d-public] What is "loa" ?
GPU Group
gpugroup at gmail.com
Mon Jun 22 16:40:40 PDT 2020
I can type in an image pixel by pixel into an MF field. Its more convenient
to give a url to an image file.
Same with .bvh.
-Doug
On Mon, Jun 22, 2020 at 5:34 PM Joseph D Williams <joedwil at earthlink.net>
wrote:
>
> - Or - have web3d browsers load .bvh directly, via a mapping / lookup
> node / field./ table which you would likely also need for import tools.
>
>
>
> As discussed in another thread mainly about actually importing a complete
> bvh file, that is a legacy style that has the ‘official’ playback skeleton
> is hidden (hanim V1 and x3d exposed it using the Humanoid skeleton field)
> and the ‘user’ just imports his custom bvh file that is already matched to
> the internal hidden playback skeleton and then it gets executed and user
> gets some results. Maybe a video, even. Definitely not designed for
> realtime interactions.
>
>
>
> As is seen using Motion node, this style looks easy at first, then gets
> hard when you actually want to take control by editing the motion data, or
> to load another data set, or to update the ‘standard’ playback skeleton or
> imported capture skeleton.
>
>
>
> x3d hanim gets away from this legacy owner/user model by exposing the
> playback skeleton and the animation structures directly to the author. And,
> by using a coding scheme where animations do not need to be a part of the
> Humanoid user code we are more happy.
>
> Thanks,
>
> Joe
>
>
>
> *From: *Joseph D Williams <joedwil at earthlink.net>
> *Sent: *Monday, June 22, 2020 3:49 PM
> *To: *GPU Group <gpugroup at gmail.com>; X3D Graphics public mailing list
> <x3d-public at web3d.org>
> *Subject: *Re: [x3d-public] What is "loa" ?
>
>
>
> - If so, then -as we get further from copy and pasta-ability- there
> may be some demand for tools to import .bvh and convert to these x3d MF
> fields.
>
>
>
> Right, I think the best idea would be to have a simple tool take the bvh
> file and turn it into xml of gltf style that can be validated and
> reformatted for editing. And, unless we want to treat strings like mf
> numbers, strings need delimiting quotes.
>
> Thanks for the hanim thoughts.
>
> Joe
>
>
>
>
>
> *From: *GPU Group <gpugroup at gmail.com>
> *Sent: *Saturday, June 20, 2020 1:23 PM
> *To: *X3D Graphics public mailing list <x3d-public at web3d.org>
> *Subject: *Re: [x3d-public] What is "loa" ?
>
>
>
> Hypothesis: the hanim motion fields were originally designed to make it
> easy to copy and paste from freely available motion capture .bvh files.
>
> If so, then -as we get further from copy and pasta-ability- there may be
> some demand for tools to import .bvh and convert to these x3d MF fields.
>
> Or - have web3d browsers load .bvh directly, via a mapping / lookup node /
> field./ table which you would likely also need for import tools.
>
> -Doug
>
>
>
> On Sat, Jun 20, 2020 at 12:38 PM GPU Group <gpugroup at gmail.com> wrote:
>
>
> https://www.web3d.org/documents/specifications/19774/V2.0/MotionDataAnimation/ExampleMocapAnimationMotionObject.html
>
>
> This version of AnnexD is what I used - and it looks like an SFString 0 as
> does values and jpints
>
> WARNING - any examples from this AnnexD may need rework for web3d
>
> -Doug
>
>
>
>
>
> On Sat, Jun 20, 2020 at 12:21 PM Don Brutzman <brutzman at nps.edu> wrote:
>
> MUFTI you definitely want to be looking at the HAnim2 specifications.
>
> Web3D Consortium members are the controlling authority for X3D and HAnim
> specifications, International Standards Organization (ISO) certifies.
>
> X3D3 is simply implementing HAnim2, typically as tersely as possible so
> that there is no confusion in prose that HAnim2 is the controlling
> specification. Please see
>
> * ISO/IEC 19774-1, HAnim2 Specifications parts 1 and 2
> https://www.web3d.org/documents/specifications/19774/V2.0/
>
> ===============================================
> * ISO/IEC 19774-1, HAnim2 Specifications part 1
> clause 3 Terms and definitions
>
> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/glossary.html
>
> 3.11
> level of articulation
> LOA
> degree of fidelity based on number of joints in an HAnim figure
> ===============================================
>
> also
>
> * 4.8.5 Levels of articulation
>
> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/concepts.html#LevelsOfArticulation
>
> "Level of articulation (LOA) represents the complexity and detail of
> joints for a humanoid skeletal hierarchy, and can be used for generating
> various motions based on the joints. There are five levels of articulation:
>
> LOA‑0 represents only the humanoid_root Joint object without an
> accompanying hierarchy, as shown in (Figure 4.3).
> LOA‑1 represents the simplest organization and hierarchy of joints
> for a humanoid. There are 18 joints and 18 segments. Each segment has a
> joint in the hierarchy. Figure 4.4 represents LOA‑1 joints.
> LOA‑2 consists of 71 joints and 71 segments (Figure 4.5).
> LOA‑3 consists of 94 joints and 94 segments (Figure 4.6).
> LOA‑4 builds on LOA‑3 by adding anatomical details of hands and feet
> (Figure 4.7). LOA‑4 consists of 148 joints and 148 segments. Hands and feet
> joints for LOA‑4 are illustrated in 4.9.3 and 4.9.4 respectively."
>
>
> * 4.9 Structure of a humanoid, 4.9.6 Hierarchy
>
> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/concepts.html#Hierarchy
>
> * 4.9 Structure of a humanoid
>
> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/concepts.html
>
> * Annex A (informative) Nominal human body dimensions and levels of
> articulation (LOAs)
> Nominal human body dimensions and levels of articulation (LOAs)
>
> * A.2 Levels of articulation (LOAs)
>
> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/BodyDimensionsAndLOAs.html#LevelsOfArticulation
>
> There is a lot of information in there that deserves careful reading. You
> will find tables and diagrams that illustrate every joint and (bone)
> segment in the human body, along with a number of useful feature-point
> sites. This took years of effort by many members of HAnim working group.
>
> Current work by Joe Williams, John Carlson and myself is improving
> past-legacy examples to match HAnim2 capabilities with X3D4. We hope that
> testing and verification will help.
>
> * HumanoidAnimation X3D Examples Archive
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation
>
> * X3D Tooltips, HAnimHumanoid loa
> https://www.web3d.org/x3d/content/X3dTooltips.html#HAnimHumanoid.loa
>
> HAnim designers hope that by identifying both HAnimHumanoid models and
> HAnimMotion animations with the LOA supported, it will be easier to
> mix/match models and animations. Since each LOA is a strict subset of the
> next LOA, some compatibility is possible across human LOA levels.
>
> * 4.9.7 Site and Segment relationships
>
> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/concepts.html#SiteSegmentRelationships
>
> It is not impossible to think that someday this work might even rise to
> the level of rigor needed for 3D HAnim models becoming part of medical
> records. HAnim and X3D4 have the potential to help... everyone.
>
> Thanks for your scrutiny and helpful questions.
>
>
> On 6/18/2020 11:02 PM, John Carlson wrote:
> >
> > To answer your question, many parts of the government like to create
> acronyms.
> >
> > John
>
> Sorry John, can't blame government for this one. (Wondering, are parts of
> the government controlling your keyboard?!)
>
> > On Fri, Jun 19, 2020 at 12:38 AM J. Scheurich <mufti11 at web.de <mailto:
> mufti11 at web.de>> wrote:
> >
> > hI,
> >
> > From
> >
> >
> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-WD1/Part01/components/hanim.html#HAnimMotion
> >
> > SFInt32 [in,out] loa -1 [-1,4]
> >
> > What does "loa" mean ? Fieldnames in X3D are often english words,
> > but the dictionary leo.org <http://leo.org> has no results for
> "loa" 8-(
> >
> > so long
> > MUFTI
> all the best, Don
> --
> Don Brutzman Naval Postgraduate School, Code USW/Br
> brutzman at nps.edu
> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
> X3D graphics, virtual worlds, navy robotics
> http://faculty.nps.edu/brutzman
>
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>
>
>
>
>
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