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

Joseph D Williams joedwil at earthlink.net
Mon Dec 26 10:25:26 PST 2022


Hi, 
I worked with the original .wrl and moved the original walk script to timer-interpolator style and hooked up other animations. 
Humanoid Animation X3D Examples Archive, Legacy, Box Man (web3d.org)
The boxman is not moving. 
• https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/BoxManJoeAnim.reworked.x3dv
The boxman is moving. 

Will look for what is causing that conversion error. 
Thanks, 
Joe

From: Brutzman, Donald (Don) (CIV)
Sent: Sunday, December 25, 2022 2:14 PM
To: Joseph D Williams; Michalis Kamburelis
Cc: h-anim at web3d.org; X3D Public Mailing List (x3d-public at web3d.org); Brutzman, Donald (Don) (CIV)
Subject: RE: [...] HAnim2 X3D4 BoxMan update

p.s. X3D-Edit (i.e. Netbeans) does a good job on bracket matching for both squiggly and square brackets in .x3dv files.  Nevertheless I was not unable to find a model error.

Might be a conversion error - perhaps something is unexpectedly triggering a problem in the view3dscene converter.  At line 687, the model transitions from a series of OrientationInterpolator declarations to a series of ROUTE declarations.  These are all within the DEF StopAnimation Group children […] field, which looks legal to me.

[lines 683-689]

  DEF Stop_r_pinky1RotInterp OrientationInterpolator { key [0,0.5,1] keyValue [0 0 1 0,0 0 1 0,0 0 1 0] }  
  DEF Stop_r_pinky2RotInterp OrientationInterpolator { key [0,0.5,1] keyValue [0 0 1 0,0 0 1 0,0 0 1 0] }  
  DEF Stop_r_pinky3RotInterp OrientationInterpolator { key [0,0.5,1] keyValue [0 0 1 0,0 0 1 0,0 0 1 0] }

  ROUTE StopTimer.fraction_changed TO Stop_HumanoidRootTransInterp.set_fraction
  ROUTE StopTimer.fraction_changed TO Stop_HumanoidRootRotInterp.set_fraction
  ROUTE StopTimer.fraction_changed TO Stop_sacroiliacRotInterp.set_fraction


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: Brutzman, Donald (Don) (CIV) <brutzman at nps.edu> 
Sent: Sunday, December 25, 2022 1:40 PM
To: Joseph D Williams <joedwil at earthlink.net>; Michalis Kamburelis <michalis.kambi at gmail.com>
Cc: h-anim at web3d.org; X3D Public Mailing List (x3d-public at web3d.org) <x3d-public at web3d.org>; Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
Subject: RE: [...] HAnim2 X3D4 BoxMan update

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.x3dhttps://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)
Sent: Saturday, December 24, 2022 11:42 AM
To: X3D Public Mailing List (x3d-public at web3d.org)
Cc: h-anim at web3d.org; Joseph D Williams; Brutzman, Donald (Don) (CIV)
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
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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