[x3d-public] pirouette skeleton; topmost HAnimHumanoid and HAnimJoint namesswapped?

Joseph D Williams joedwil at earthlink.net
Thu Nov 24 09:45:04 PST 2022


Fine stuff, Don. Slure to find many more interesting treatments.  
Link to current .x3d conversion? 

Maybe, this pirouette was actually used as very basic input for something like

https://youtu.be/zTbmIgWMoE8?t=62

That extreme opening move may have been barely possible to capture.

Thanks and Best, 
Joe

From: Brutzman, Donald (Don) (CIV)
Sent: Monday, November 21, 2022 8:04 AM
To: Joseph D Williams
Cc: X3D Public Mailing List (x3d-public at web3d.org); Brutzman, Donald (Don) (CIV)
Subject: RE: pirouette skeleton; topmost HAnimHumanoid and HAnimJoint namesswapped?

Found the next BVH-conversion problem…  It was not a mixup in ROUTE connections to the top-level skeleton-field model and HAnimHumanoid root nodes.


Rather, the BVH file shifted X-Y-Z rotation order for the first entry and the converter didn’t recognize that.
• https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/Pirouette.bvh

Line 5: 
  CHANNELS 6 Xposition Yposition Zposition Zrotation Yrotation Xrotation

Lines 9, 13, 17 etc.
      CHANNELS 3 Zrotation Xrotation Yrotation


There was only one channel like this, so Joe your identification of the culprit interpolator was critical to isolating and correcting this issue.  Again thanks.

I have updated X3D-Edit 4.0 to handle this case.  Resulting animation (shown in view3dscene) looks a lot better.  Also have error report if an unrecognized combination is found.  There still seems to be an occasional unintended somersault in the pirouette behavior, possibly due to unsmooth conversion of 3-tuple Euler angles into 4-tuple MFRotation values.

Have deployed a new pre-release X3D-Edit 4.0 with changes incorporated.
• https://sourceforge.net/projects/x3d/files/X3D-Edit Pre-Release Testing/

Closer and closer, seems worthy of testing with other BVH files now.  Have fun with X3D and HAnim!  8)

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, November 20, 2022 2:15 PM
To: Joseph D Williams <joedwil at earthlink.net>
Cc: X3D Public Mailing List (x3d-public at web3d.org) <x3d-public at web3d.org>; Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
Subject: RE: pirouette skeleton; topmost HAnimHumanoid and HAnimJoint names swapped?

Here is two views of the top from X3D-Edit.



and



Your video showing isolation efforts was a major step forward in troubleshooting.  I think the names for the top-two nodes may have been swapped… or something like that.  42 other interpolators all look good when we comment out the timing events getting ROUTEd to the OrientationInterpolator DEF='Interpolator1_humanoid_root'.
      <!--
      <ROUTE fromField='fraction_changed' fromNode='RealTimer' toField='set_fraction' toNode='Interpolator1_humanoid_root'/>
      <ROUTE fromField='value_changed' fromNode='FrameStepper' toField='set_fraction' toNode='Interpolator1_humanoid_root'/> 
      -->

Occupational hazard: be careful to “not make sense” of what any of the DEF/name words might mean – they are labels chosen somewhat arbitrarily by original capture team.  Also ignore LOA completely.  Instead we are trying to get the correct, consistent mapping of the labels in the BVH file to the X3D HAnim node structures.

Helpful:
• https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/PirouetteIndex.html

includes links all current assets, including 

• https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/Pirouette.bvh
=========
HIERARCHY
ROOT hip
{
  OFFSET 0 0 0
  CHANNELS 6 Xposition Yposition Zposition Zrotation Yrotation Xrotation
  JOINT abdomen
  {
    OFFSET 0 20.6881 -0.73152
    CHANNELS 3 Zrotation Xrotation Yrotation
    JOINT chest

Etc.
=========

and here is the autogenerated HTML documentation showing what was produced in the X3D:

• https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/Pirouette.html#ROOT_hipHAnimHumanoidReport

=======================================================================================================
HAnimHumanoid skeleton holds X3D4 HAnim2 triplets, HAnimJoint (43) : HAnimSegment (43) : HAnimSite (15)
=======================================================================================================
HAnimHumanoid DEF='BvhPirouette_ROOT_hip name='ROOT_hip' loa='-1'
  humanoid_root : sacrum
    abdomen : humanoid_root_to_abdomen
    | vl5 : l5
    |   neck : vl5_to_neck
    |   | skullbase : skull
    |   |   leftEye : skullbase_to_leftEye
    |   |   rightEye : skullbase_to_rightEye
    |   rCollar : vl5_to_rCollar
    |   | rShldr : rCollar_to_rShldr
    |   |   rForeArm : rShldr_to_rForeArm
    |   |     rHand : rForeArm_to_rHand
    |   |       rThumb1 : rHand_to_rThumb1
    |   |       | rThumb2 : rThumb1_to_rThumb2
    |   |       rIndex1 : rHand_to_rIndex1
    |   |       | rIndex2 : rIndex1_to_rIndex2
    |   |       rMid1 : rHand_to_rMid1
    |   |       | rMid2 : rMid1_to_rMid2
    |   |       rRing1 : rHand_to_rRing1
    |   |       | rRing2 : rRing1_to_rRing2
    |   |       rPinky1 : rHand_to_rPinky1
    |   |         rPinky2 : rPinky1_to_rPinky2
    |   lCollar : vl5_to_lCollar
    |     lShldr : lCollar_to_lShldr
    |       lForeArm : lShldr_to_lForeArm
    |         lHand : lForeArm_to_lHand
    |           lThumb1 : lHand_to_lThumb1
    |           | lThumb2 : lThumb1_to_lThumb2
    |           lIndex1 : lHand_to_lIndex1
    |           | lIndex2 : lIndex1_to_lIndex2
    |           lMid1 : lHand_to_lMid1
    |           | lMid2 : lMid1_to_lMid2
    |           lRing1 : lHand_to_lRing1
    |           | lRing2 : lRing1_to_lRing2
    |           lPinky1 : lHand_to_lPinky1
    |             lPinky2 : lPinky1_to_lPinky2
    rButtock : humanoid_root_to_rButtock
    | rThigh : rButtock_to_rThigh
    |   rShin : rThigh_to_rShin
    |     rFoot : rShin_to_rFoot
    lButtock : humanoid_root_to_lButtock
      lThigh : lButtock_to_lThigh
        lShin : lThigh_to_lShin
          lFoot : lShin_to_lFoot
=======================================================================================================

Onward we go, step by step (ha ha).  Will troubleshoot further.  Thanks for your time and efforts Joe, really crucial, we are getting closer to the (literal) root of the matter…

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) 
Sent: Sunday, November 20, 2022 1:51 PM
To: Joseph D Williams <joedwil at earthlink.net>
Cc: brutzman at nps.edu
Subject: pirouette skeleton




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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