[x3d-public] Fuzz testing HAnim

John Carlson yottzumm at gmail.com
Tue Mar 24 20:08:34 PDT 2020


Will do.

On Tue, Mar 24, 2020 at 9:53 PM Joseph D Williams <joedwil at earthlink.net>
wrote:

> Please try starting by looking at the example in hanim annex A.
>
> Joe
>
>
>
> *From: *John Carlson <yottzumm at gmail.com>
> *Sent: *Tuesday, March 24, 2020 7:51 PM
> *To: *Joseph D Williams <joedwil at earthlink.net>
> *Cc: *X3D Graphics public mailing list <x3d-public at web3d.org>
> *Subject: *Re: [x3d-public] Fuzz testing HAnim
>
>
>
> Sorry for the late reply. My guess is I need some kind of rigging tool?
> Will blender do the job?
>
>
>
> What is the target language? I'm guessing we need some kind of
> interpolators?
>
>
>
> John
>
>
>
> On Mon, Oct 7, 2019 at 1:22 AM Joseph D Williams <joedwil at earthlink.net>
> wrote:
>
>
>
> The thing is, we need to unfuzz hanim.
>
> Unfuzz meaning making the stuff work more accurately.
>
> The first improvement would be more realistic joint models. Now we do
> joint rotations based on the idea that all joints work with the joint
> center of rotation fixed. Many joint types don’t actually do it this way,
> some slike and somehacve rotation centers change over the range. Some
> slide. X3d hanim doesn’t know about these joint types.
>
> Notice how the skin works, being displaced due to the effect of several
> joints. We need a way for the joints and sites to be controlled the same
> way. First, for the joints, we need to be able to define a group of joints
> that can move toegehter, like the bones in the hands and feet.
>
> Likewise, we nee a way for the site nodes to remain at the same skin
> vertex as the skin is deformed.
>
> All Best,
>
> Joe
>
>
>
> *From: *Joseph D Williams <joedwil at earthlink.net>
> *Sent: *Friday, October 4, 2019 8:19 PM
> *To: *John Carlson <yottzumm at gmail.com>; X3D Graphics public mailing list
> <x3d-public at web3d.org>
> *Subject: *Re: [x3d-public] Fuzz testing HAnim
>
>
>
>
>
> John, sounds like you have a plan. What can we get from existing hanim
> animations? An interesting problem is successfully animating a transition
> from one scripted animation to another, like from one hand sign to another,
> smoothly and realistically. Unfortunately, the joint rotation constraints
> parameters are rarely implemented, that I have seen.
>
> Joe
>
>
>
>
>
> *From: *John Carlson <yottzumm at gmail.com>
> *Sent: *Wednesday, October 2, 2019 7:10 PM
> *To: *Joseph D Williams <joedwil at earthlink.net>; X3D Graphics public
> mailing list <x3d-public at web3d.org>
> *Subject: *RE: Fuzz testing HAnim
>
>
>
> Joe,
>
>
> It’s called fuzzing, if you want to look it up.
>
>
>
> Perform or save a stochastic or chaotic animation (clips, possibly) to
> test limb and joint constraints, etc.
>
>
>
> John
>
>
>
> Sent from Mail <https://go.microsoft.com/fwlink/?LinkId=550986> for
> Windows 10
>
>
>
> *From: *Joseph D Williams <joedwil at earthlink.net>
> *Sent: *Wednesday, October 2, 2019 9:01 PM
> *To: *John Carlson <yottzumm at gmail.com>; X3D Graphics public mailing list
> <x3d-public at web3d.org>
> *Subject: *RE: Fuzz testing HAnim
>
>
>
> Hi John,
>
> Please tell me what is a fuzz test.
>
> The basis is Humanoid (humanoid space), skeleton composed of joints and
> segments (skeleton space), skin composed of points (skin space), animation
> bindings for joints to skin, and animation for the joints. What do we want
> to fuzz around with?
>
> All Best,
>
> Joe
>
>
>
>
>
> *From: *John Carlson <yottzumm at gmail.com>
> *Sent: *Tuesday, October 1, 2019 3:24 PM
> *To: *X3D Graphics public mailing list <x3d-public at web3d.org>; Joseph D
> Williams <joedwil at earthlink.net>
> *Subject: *Fuzz testing HAnim
>
>
>
> To get familiar with HAnim, I want to generate a fuzz test for the nodes
> and fields.
>
>
>
> Is anyone working on something similar?
>
>
>
> Thanks,
>
>
>
> John
>
>
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>
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