[x3d-public] Mantis 1410: HAnimHumanoid skin definitions have no way to assign textures

John Carlson yottzumm at gmail.com
Sun Dec 4 21:37:02 PST 2022


There is no derivation that i see.

On Sun, Dec 4, 2022 at 11:33 PM John Carlson <yottzumm at gmail.com> wrote:

> Don, I did notice  that there were no skins on an HAnim Motion 2 example.
> I will check the repository again tomorrow.
>
> Is Joe Kick ok?
>
> Do HAnaim nodes derive from some Shape type?
>
> John
>
> On Sun, Dec 4, 2022 at 6:14 PM Brutzman, Donald (Don) (CIV) <
> brutzman at nps.edu> wrote:
>
>> Joe and I were working with various HAnim models today (using X3D-Edit!)
>> and found an important problem.no
>>
>
>>
>>
>>
>>    - Mantis 1410: HAnimHumanoid skin definitions have no way to assign
>>    textures
>>    - https://www.web3d.org/member-only/mantis/view.php?id=1410
>>
>>
>>
>> HAnimHAnimHumanoid skin definitions have no way to assign textures
>> because Shape nodes are not currently allowed in the X3D4 parent-child node
>> hierarchy.
>>
>> * X3D4 Architecture, HAnim component, 26.3.2 HAnimHumanoid
>> *
>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-DIS/Part01/components/hanim.html#HAnimHumanoid
>>
>> Relevant field is
>>   MFNode [in,out] skin [] [IndexedFaceSet, IndexedFanSet, IndexedQuadSet,
>> IndexedTriangleSet, IndexedTriangleStripSet]
>>
>> It is possible to assign color values, through use of Color or ColorRGBA
>> nodes within IndexedFaceSet, for example. However, because Shape is not
>> permitted, there is no way to assign corresponding Appearance with either
>> Material or ImageTexture.
>>
>>
>>
>> The following example shows animated skin with a texture, playable in
>> X_ITE (and X3DOM and BSContact) players.
>>
>> * X3D Example Archives: Humanoid Animation, Characters, Joe Kick
>> *
>> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JoeKickIndex.html
>>
>> Excerpt:
>> <Shape DEF='Joe_Shape' containerField='skin'>
>>   <Appearance DEF='Joe_skin_Appearance'>
>>     <Material DEF='Joe_skin_Material' diffuseColor='0.3 0.3 0.6'
>> emissiveColor='0.3 0.3 0.6'/>
>>     <ImageTexture DEF='JoeSkinImageTexture'
>>   url=' "JoeBodyTexture29.png" "
>> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JoeBodyTexture29.png"
>>  '/>
>>     <!-- ROUTE information for KickTextureTransform node: [from
>> SkinInterpolator.value_changed to rotation ] -->
>>     <TextureTransform DEF='KickTextureTransform'/>
>>   </Appearance>
>>   <IndexedFaceSet DEF='Joe_skin_IndexedFaceSet' etc.
>>      <Coordinate DEF='Joe_SkinCoord' point= etc.
>>      <TextureCoordinate point='0 0 0.5 0.5 0.5 0 0 0.5'/>
>>   </IndexedFaceSet>
>> </Shape>
>>
>>
>>
>> HAnim specification says
>>
>> * HAnim specification version 2 volume 1, 6 Object interfaces, 6.2
>> Humanoid
>> *
>> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/ObjectInterfaces.html#Humanoid
>>
>> sequence<Object> skin [] *[indexed mesh objects as defined by the
>> representation]*
>>
>>
>>
>> An example “representation" for HAnim is X3D.
>>
>> Possible fix:
>> a. Allow Shape node, in addition to IndexedFaceSet etc. (Matching Joe's
>> example)
>> b. Note in the X3D4 specification prose that such a Shape node must
>> contain one of those same nodes (IFS, ITS etc.).  That will allow identical
>> geometry capabilities that are currently clearly defined.
>>
>>
>>
>> Note that the animated Korean characters did not display such a problem
>> because they are apparently textures are part of HAnimSegment that is
>> animated, which is part of skeleton field hierarchy, and not part of skin
>> field.  For example,
>>
>>    - X3D Example Archives: Humanoid Animation, Characters, Jin LOA 4
>>    - Articulated 3D game character designed with a general graphics
>>    tool, then converted into an X3D HAnim model.
>>    -
>>    https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinLOA4Index.html
>>
>>
>>
>>
>>
>> We recommend
>>
>>    - Taking a generous view of HAnim2 wording “*[indexed mesh objects as
>>    defined by the representation]”*
>>    - to allow identical usage of a Shape node, thus ensuring that
>>    textures are possible on animated human skin.
>>    - Such an approach is already demonstrated in our examples, so it is
>>    feasible and expected.
>>
>>
>>
>> Sincerely yours, Joe and Don.
>>
>>
>>
>>
>>
>> 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 https://
>> faculty.nps.edu/brutzman
>>
>>
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>
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