[x3d-public] [...] HAnim2 X3D4 BoxMan update

Brutzman, Donald (Don) (CIV) brutzman at nps.edu
Sun Dec 25 13:40:11 PST 2022


This is great, thanks Joe.  Looks like you worked with

* 
http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/BoxMan.x3dv

With original moved and now maintained at

* 
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Legacy/BoxMan.x3d
* 
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Legacy/BoxManIndex.html



Your updated ClassicVrml .x3dv model is checked into version control as

* 
https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/BoxManJoeAnim.reworked.x3dv



Next, imported .x3dv to .x3d using Castle Game Engine tovrmlx3d Convert 
everything to X3D server.  However, got one significant error:

*	https://castle-engine.io/convert.php
*	tovrmlx3d: Warning: VRML/X3D: Error when reading, will skip the rest of X3D 
file: Error at line 687 column 8: Expected node type or DEF or USE, got 
keyword "ROUTE"



Unfortunately that error prevented any conversions of ROUTES, dropping 
everything following the HAnimHumanoid.  Current partial result checked into 
version control as BoxMan4.x3d

* 
https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/BoxMan4.x3d



I looked for a squiggly square bracket mismatch in your .x3dv source but could 
not isolate one.  Can you find the fix?



Next for Michalis:  something in your (excellent) converter is slowing us 
down.  Currently a lot of trailing digits are added to many numeric values by 
the converter, making it difficult to perform version-control diffs and 
difficult to keep values easily readable.  Example:

*        Background { groundColor [ 0.6 0.6 0.6 ]  [ 0.75 0.75 0.75 ] }

turns into

*	<Background

                     groundColor="0.60000002384185791 0.60000002384185791 
0.60000002384185791"

                              skyColor="0.75 0.75 0.75" />



Hoping you can reduce output precision.  A good default is four trailing 
digits, which is typical for HAnim suggested values and most other X3D 
defaults.  Thanks for considering this improvement.



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



From: Joseph D Williams <joedwil at earthlink.net>
Sent: Saturday, December 24, 2022 12:41 PM
To: Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>; X3D Public Mailing List 
(x3d-public at web3d.org) <x3d-public at web3d.org>
Cc: h-anim at web3d.org; Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
Subject: RE: Design patterns for HAnimHumanoid skin and apparel using 
HAnim2standard in X3D4



NPS WARNING: *external sender* verify before acting.



Hi Don,

Attached is reworked boxman, with skin and interpolators rather than the 
script used in original version.

Thanks,

Joe



From: Brutzman, Donald (Don) (CIV) <mailto:brutzman at nps.edu>
Sent: Saturday, December 24, 2022 11:42 AM
To: X3D Public Mailing List (x3d-public at web3d.org) 
<mailto:x3d-public at web3d.org>
Cc: h-anim at web3d.org <mailto:h-anim at web3d.org> ; Joseph D Williams 
<mailto:joedwil at earthlink.net> ; Brutzman, Donald (Don) (CIV) 
<mailto:brutzman at nps.edu>
Subject: Design patterns for HAnimHumanoid skin and apparel using 
HAnim2standard in X3D4



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/DesignPatternsApparelVariations.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 
<mailto: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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