[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

 

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