[x3d-public] FW: Log4j and what it means for encodings

Joseph D Williams joedwil at earthlink.net
Wed Jan 5 11:17:26 PST 2022


➢ Basic X3D Examples Archive, Medical, Body Skin Indexed Face Set NIST (web3d.org) 

This is what takes to move this skin into ‘Standard” Hanim Humanoid space. 

# Transform skin shape to X3D HAnim Humanoid 
# hanim part 1 Annex A standard Humanoid Default Pose 
#feet at 0 0 0 origin, facing +z, and humanoid size 
  scale 0.0236 0.0236 0.0236 
  translation -0.0025 0.85 0   
  rotation 0 0 1 0 

So this skin is drawn at about 40 times standard Humanoid size, with probably around 40 times more points than we need for the basic skin, probably more than more than 20 years ago. This transform essentially moves the 0 0 0 as drawn shape from bout the navel to feet on floor with 0 0 0 between the feet. The skin is drawn facing +z so no added rotation of the drawn points is needed. 

➢ https://youtu.be/hkGUXpKkuwI

shows the color per vertex style I used to start to figure out how to bind the skin to the Hanim Joint nodes to be able to animate the skin. 


Shape { appearance Appearance { material  Material { 
ambientIntensity 0.700 shininess 1.0 diffuseColor 0 0 0.5 
emissiveColor 0 0 0 specularColor 1 1 1  transparency 0 } }
  
geometry IndexedFaceSet { creaseAngle 1.5 

colorPerVertex FALSE # TRUE   
color Color { color [ 
# shorts0 
0.3 0.7 1 0.3 0.7 1 0.3 0.7 1  ... 0.3 0.7 1 0.3 0.7 1 0.3  ... 
# vest 
0 0 1 0 0 1 0 0 1 0 0 1 0 0 1  ...  0 0 1 0 0 1 0 0 1 
# decoration 
0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 0.2 0.5  ...  1 0.2 0.5 1 0.2 0.5 1,
# p/o right eyelids 
0.7 0 1 0.7 0 1 0.7 0 1 0.7 0 1 0 ...  0.7 0 1 0.7 0 1 0.7 0 1 
# palate0 
0 0.5 0 0 0.5 0 0 0.5 0 0 0.5  ...  0.5 0 0 0.5 0 
# right lips0
0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 
# right eyebrow0
0.8 0.8 0 0.8 0.8 0 0.8 0.8 0 
# right lips lower
0.2 0.5 1 0.2 0.5 1,
# palate1 
0 0.5 0 
#right lip upper
0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 
# palate2 
0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 
# left lips 
0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 
# left eyebrow0
0.8 0.8 0 0.8 0.8 0 0.8 0.8 0 
# left lips 
0.2 0.5 1 0.2 0.5 1 
# palate3 
0 0.5 0 0 0.5 0 
# left lip upper  
0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 0.2 0.5 1 
# palate4 
0 0.5 0 0 0.5 0 0 0.5 0 0 0.5 0 0 0.5 0 0 0.5 0 0 0.5 0 
# p/o left eyelids 
0.7 0 1 0.7 0 1 0.7 0 1 0.7 0 1 0.7 0 1  ... 0.7 0 1 0.7 0 1 0.7 0 1 
# first head skin 
1 0.5 0 1 0.5 0 1 0.5 0 1 0.5 0 1  ...  0.5 0 1 0.5 0 1 

,,, 
# left eye
# left pupil
0 0 0 0 0 0  ...  0 0 0 
# left white 
0.9 0.9 0.95  ...  0.9 0.9 0.95 
# left iris
0.2 0.2 1 0.2 0.2 1  ...  0.2 0.2 1 

where the  ... represent same color for a bunch of points. 

The Classic form allows comments to document the target for the color in line. To bind the skin points to the skeleton Joints, I needed to know the exact verted order so I planned to find the location of the points by editing the code by assigning a color and seeing where the point showed up. Fortunately, as I mentioned before, this skin is laid out very nice so the binding should be easy, but again, there are so many points. 

The other item is that the skin is drawn about 40x

  coord Coordinate { point [

-0.0553 3.8556 -5.2057 -0.0140 4.9757 -5.1879

I also think the way to move a copy of this skin example over to the Hanim examples is to do the transform and get the final coordinates after that scale. Plenty of resolution and then we don’t need that transform to match up with a ‘standard’ annex A skeleton.

Then to hook it up. This was tried before but then there must have been just too many points, and I can still hear an echo from even before 2000 “Too many Points” ,,, .Maybe still true, but is there a browser that can move this skin using hanim Joint skeletal animation or is it a lost cause retrying to hook this very nice and most likely the model for many out there up and making this one dance around? 

Thanks and Best, 
Joe 












From: Joseph D Williams
Sent: Monday, January 3, 2022 8:56 AM
To: X3D Graphics public mailing list
Subject: [x3d-public] FW: Log4j and what it means for encodings


From: Joseph D Williams
Sent: Sunday, January 2, 2022 5:23 PM
To: Andreas Plesch
Cc: John Carlson; Holger Seelig
Subject: RE: Log4j and what it means for encodings

All Good Andreas, the skeleton does sort of go along with 

Basic X3D Examples Archive, Medical, Body Skin Indexed Face Set NIST (web3d.org)

It is fairly easy to make joints for the bones into a very nice and complete fully animatable ‘standard’ skeleton from hanim annex A example

https://www.youtube.com/watch?v=EKCkc6b_pZE 

and 

https://www.youtube.com/watch?v=wV0B7SZr2_U 

but hooking up this very detailed skin, being authored in very fine orderly points best orderlyness, including some nicely modelled surface feature reference locations, and the fine accessories (teeth and eyeballs, even) has been patiently waiting for a complete hookup. So, I see from color per vertex 

https://youtu.be/hkGUXpKkuwI

points are very nicely organized for Hanim skeleton Joint skinCoord index and weight to skin geometry point index but … 

Thanks and Best, 
Joe







From: Andreas Plesch
Sent: Sunday, January 2, 2022 8:37 AM
To: Joseph D Williams
Cc: John Carlson; Holger Seelig
Subject: Re: Log4j and what it means for encodings

Thanks! Andreas
---on the phone---

On Sun, Jan 2, 2022, 1:40 PM Joseph D Williams <joedwil at earthlink.net> wrote:
 
 
Basic X3D Examples Archive, Medical, Skeleton Complete Normals (web3d.org)
 
Has precomputed normals. The author defined normals rather than using the default browser computed normals. 
 
Sorry I never published my computing/animating of normals for JoeKick.
 
Thanks, 
Joe
 
From: Andreas Plesch
Sent: Thursday, December 23, 2021 6:07 PM
To: Joseph D Williams
Cc: John Carlson; Holger Seelig
Subject: Re: Log4j and what it means for encodings
 
Hi Joe,
 
Thanks for responding. I was looking for a Normal node in the JoeKick
example here:
 
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JoeKickIndex.html
 
Do you have another pointer to the example which may have the normals ?
 
Happy holidays,
 
Andreas
 
On Thu, Dec 23, 2021 at 7:47 AM Joseph D Williams <joedwil at earthlink.net> wrote:
> 
> >> Just a note that it would be great to have an HAnim example with
> 
> >> precomputed normals since I could not find any.
> 
> 
> 
> The JoeKick example skin should have precomputed normals  unless there is an exception for use in Hanim for IFS. We have seen that some tools may not use default texture coordinates so maybe some won’t do the normals.
> 
> Im the med archive there is a skeleton two versions, one with authored normals and one without, which should be the precomputed.
> 
> Joe
> 
> 
> 
> 
> 
> From: Andreas Plesch
> Sent: Monday, December 13, 2021 12:01 PM
> To: John Carlson
> Cc: Holger Seelig; Joseph D Williams
> Subject: Re: Log4j and what it means for encodings
> 
> 
> 
> Could you please kindly point me to makehuman x3d community examples ?
> 
> Thanks, Andreas
> 
> 
> 
> On Mon, Dec 13, 2021 at 2:56 PM John Carlson <yottzumm at gmail.com> wrote:
> 
> >
> 
> > My guess is skin would have that.
> 
> >
> 
> > Have you checked out the makehuman community examples?
> 
> >
> 
> > John
> 
> >
> 
> > On Mon, Dec 13, 2021 at 1:37 PM Andreas Plesch <andreasplesch at gmail.com> wrote:
> 
> >>
> 
> >> Just a note that it would be great to have an HAnim example with
> 
> >> precomputed normals since I could not find any.
> 
> >>
> 
> >> Cheers, Andreas
> 
> >>
> 
> >> On Mon, Dec 13, 2021 at 1:12 PM Joseph D Williams <joedwil at earthlink.net> wrote:
> 
> >> >
> 
> >> > I know that some HAnim examples cause my X3DJSONLD system to “go out to lunch” for a while, or fail to sync up beginning and ending tags.
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > For hanim, please work on the jin loa4. If we can be sure that is correct, then we can use it as the basis for updated part 1 annex a because I think it has the correct hanim2 names and hierarchy.
> 
> >> >
> 
> >> > Thank,
> 
> >> >
> 
> >> > Joe
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > From: John Carlson
> 
> >> > Sent: Saturday, December 11, 2021 2:42 PM
> 
> >> > To: X3D-Public
> 
> >> > Cc: Holger Seelig; Andreas Plesch; Joseph D Williams
> 
> >> > Subject: Re: Log4j and what it means for encodings
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > All,
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > I’m afraid to introduce this subject, but since I am apparently the QA for the X3D JSON examples, I do feel fairly confident there no examples in the X3D Resources Examples that will break one’s standard JSON parser.  I guess the defensive tests may be in SavageDefense.   Should we do some examples that can break typical parsers and validators, so browser developers can get more comfortable with their systems?  Could this be added to the ConformanceNist examples?
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > I know that some HAnim examples cause my X3DJSONLD system to “go out to lunch” for a while, or fail to sync up beginning and ending tags.
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > I suggest we go through my online examples previously posted try to patch what we can.  Here’s my current list of examples, from a previous message starting with “Status”.  https://coderextreme.net/X3DJSONLD/src/main/html/codex.html. The message made assignments as I saw fit, but I encourage you to go through your assigned list,  I believe I am pointed at development or recent releases of X_ITE and X3DOM.
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > Apple Mail is making my life miserable.   Going back to gmail.   Why did I ever leave?
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > John
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > Sent from my iPad
> 
> >> >
> 
> >> >
> 
> >> >
> 
> >> > On Dec 11, 2021, at 3:37 PM, John Carlson <yottzumm at gmail.com> wrote:
> 
> >> >
> 
> >> > Apparently there is a denial of service attack happening on log4j/struts/soap.   Imagine your X3D xml/json/VRML having millions of nested Groups and transforms.   How can we defend ourselves, and what limits can we set in place?  I do know tail recursion can help, but I’m not sure what happens when there are too many stack frames to open.
> 
> >> >
> 
> >> > I know the standard talks about limits on these things, but is there a limit of depth of nested nodes in the standard?  I will do some googling.
> 
> >> >
> 
> >> > Sent from my iPad
> 
> >> >
> 
> >> >
> 
> >>
> 
> >>
> 
> >>
> 
> >> --
> 
> >> Andreas Plesch
> 
> >> Waltham, MA 02453
> 
> 
> 
> 
> 
> 
> 
> --
> 
> Andreas Plesch
> 
> Waltham, MA 02453
> 
> 
 
 
 
-- 
Andreas Plesch
Waltham, MA 02453
 



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