[x3d-public] Design patterns for HAnimHumanoid skin and apparel using HAnim2 standard in X3D4
Brutzman, Donald (Don) (CIV)
brutzman at nps.edu
Sat Dec 24 11:41:58 PST 2022
Joe, thanks for steady efforts making progress on HAnim models. Your latest
examples are online as follows, with diagnostics and testing continuing. At
some point we will want to produce cleaned-up versions of legacy BoxMan
models too.
* X3D Example Archives: Humanoid Animation, Skin
* https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin
In order to keep track of all the different ways that apparel might be
included with an HAnim2 X3D4 model, we have come up with the following list
of possibilities.
*
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/DesignPatt
ernsApparelVariations.txt
Design patterns for HAnimHumanoid presenting skin and apparel
using HAnim2 standard in X3D4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
a. *Simple Skeleton*. skeleton field, simple skeleton structure, invisible
or
visualized by rendered ball-and-stick for joints, segments, sites.
b. *Simple Skeleton Mesh*. skeleton field, Shape geometry attached to
segments,
moving with skeleton but rendering is crude since no deformation occurs
during animation if overlapping.
c. *Skin, Indexed Geometry only*. skin field, indexed Coordinate mesh with
skinCoordIndex and weight connections at each of joint nodes for browser
performance of smooth deformation when moving.
d. *Skin, Shape holding indexed geometry*. Allow skin field to hold Shape
containing Appearance with Material or texture, similarly holding indexed
mesh with skinCoordIndex connections at joints for smooth deformation
when moving. (Specification revision pending, Mantis 1408).
e. *Switch or LOD*. Similarly allow skin field to hold Switch or LOD, then a
single Shape holding indexed mesh. If agreed upon that this is extremely
similar will require specification change resembling Mantis 1408.
f. *Synthesis*. Extra-large Coordinate mesh using duplicate points for
inner-volume (flesh mesh) and outer-volume (apparel mesh) geometry.
Likely possible with existing X3D4 specification but requires complex
preprocessing of humanoid geometry. Applying cloth physics likely not
practical or possible.
g. *Apparel*. Add apparel field to future specification versions (namely
HAnim2.1 and X3D4.1), allowing separate definition of clothing that is
independent of skin mesh. Likely want an MFNode array to permit multiple
clothing layers. Likely need to consider special cases for cloth
physics.
h. *Anatomy*. Similar to apparel field: multiple epithelial tissue layers
for surfaces of human organs are common, often with similar construction
about concentric center-line spine through deformable organ. This
suggests
that an adapted Extrusion node may be more relevant than meshes. Likely
will also need to consider special cases for organ physics. Note that
this
is similar (possibly identical) rationale to preceding analysis of
apparel.
also thanks to Vince and Dick for thoughtful discussions as we have
proceeded.
Happy Holidays everyone!
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
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20221224/c3f67f8b/attachment-0001.html>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: smime.p7s
Type: application/pkcs7-signature
Size: 5353 bytes
Desc: not available
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20221224/c3f67f8b/attachment-0001.p7s>
More information about the x3d-public
mailing list