[x3d-public] Seed for a project

Joe D Williams joedwil at earthlink.net
Sun Aug 13 23:04:54 PDT 2023


John. If you don't have a hierarchy then you have to move everything yourself. The hierarchy allows a tree of joints to be moved by simply rotating the parent. Children can then conrroll their children independently of the parent. Without a hierarchy there is anarchy. 
Joe

-----Original Message-----
From: John Carlson <yottzumm at gmail.com>
Sent: Aug 13, 2023 6:23 AM
To: Joe D Williams <joedwil at earthlink.net>
Cc: GPU Group <gpugroup at gmail.com>, X3D Graphics public mailing list <x3d-public at web3d.org>
Subject: Re: [x3d-public] Seed for a project

I am thinking SAI could be a good way to do this.

On Sun, Aug 13, 2023 at 8:14 AM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:
Good question about BVH!  I am proposing a new mocap format that doesn’t need a hierarchy, and can do streaming, graph or grid data.
 
S:structure of data, G for grid, H for tree, D for D for DAG, C for cycles
V: name or id of structure 
F: from joint name and/or id
T:to joint name and/or id
O: out name
B:out data (beginning)
I: in name
E:in data  (ending)
.
.
.
etc. 
 
The animation is done like:
J:Joint id or name
C:Joint class or type (may change)
A:Joint alias or DEF (optional)
X:X location, unit (unit may be defaulted, no unit for scaling)
Y:Y location, unit (ditto)
Z:Z location, unit (ditto)
T:frame or time, unit (ditto)
.
.
.
etc.
 
-V: remove structure 
 -J: remove joint 
-F: from joint name and/or id
-T: to joint name and/or id
 
To remove joint, bones or routes.
 
Later, I will provide 4 data points per joint over time, for impact simulator I/O grid
 
J: Joint, as above
U:up data
D:down data
R:right data
L:left data
 
Plus ways to remove data by adding a - in front or behind the label and a leading or a trailing + to add data
 
This needs to be generalized. Think how to do hypergraphs. More verbose would be an option,  IDK, i don’t want to reinvent a document format.
 
Obviously inspired by Katy’s format!
 
Contributions welcome.
 
John 
 
 

On Sun, Aug 13, 2023 at 6:24 AM Joe D Williams <joedwil at earthlink.net (mailto:joedwil at earthlink.net)> wrote:
Why concern about BVH?


-----Original Message-----
From: John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)>
Sent: Aug 12, 2023 7:48 PM
To: GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)>
Cc: X3D Graphics public mailing list <x3d-public at web3d.org (mailto:x3d-public at web3d.org)>
Subject: Re: [x3d-public] Seed for a project

I guess the best way to do the translations and rotations in BVH is from the root to the extremities?  Get segments close to root, then work down the tree.
 
What about multiple parents in the DAG?  How is this resolved?  As separate children?
 
I’m pretty sure BVH is a tree?  Anyone know?
 
John

On Sat, Aug 12, 2023 at 12:00 PM GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)> wrote:
> 1) provide a way to convert X3D nodes and ROUTEs to BVH with animation.  This will require converting routes/segments over time to translations and rotations. Help is requested.
One fuzzy idea: use the nodes and routes to animate, and capture the animation at a choke point in the web3d browser. A good choke point is where the browser applies BVH animations to the HAnim. In freewrl there are a few spots where it calls update_jointMatrixFromMotion() and in theory there could be another call there update_MotionFromJointMatrix() which goes the other way, converting a joint matrix into a bvh motion for recording to a file, with frame timestamp.
 


 
On Sat, Aug 12, 2023 at 10:14 AM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:

 
Here's the seed for a Java (possibly X3D-Edit) project. A graph/grid editor.
 
https://github.com/coderextreme/impact.dir/tree/master/impactVL
 
I was thinking of adding:
 
 JSON/XML/VRML/BVH/MediaPipeHolistic/JavaSerialized/OpenUSD  I/O, beyond native.
 
There seems to be a slight issue with input right now, at least with the sort* input files in Impact.java
 
Make a copy of a file externally before modifying in the tool, there's no way to save to another file currently in Impact.java.
 
The goals are:
 
1) provide a way to convert X3D nodes and ROUTEs to BVH with animation.  This will require converting routes/segments over time to translations and rotations. Help is requested.
 
2) provide a way to visualize ROUTEs with Java (anyone else have something?)
 
3)  provide different naming convention for different I/O
 
4) take input from MediaPipe Holistic (Python) and convert to BVH.
 
5) provide a way to debug X3D events in Java.
 
There are already 2 different visualizations. I hope to add more.  One (Cell4x4) is based on Jed Donnelly's graphics (see images folder) scanned from his Impact project (hence the name). I would like to use this with permission, but I haven't heard from him.  The Java is mine, based on his original idea (not his or other's code).

Note that I haven't tested the Cell.java program much recently.  Impact.java is what Jed called the "Flow" or "Floweth" language, but his idea was to create a textual language.  But a challenge is making the 2 visualizations to work together.  The textual language will be implemented in X3D/BVH. I don't have a reason to create a new language, nor do I want to.

Note that I already have the idea for "Inlines" or expanding nodes into another window.  I'm not sure how well it's implemented.  I'm not sure about I/O of nested nodes right now.
 
This seems like a lot of fun, and maybe even useful, as opposed to X3D JSON.
 
Ant and Makefiles provided.  Not gradle. Too many garbage files to worry about iwith gradle--I'm not sure why they have all of them. If someone wants to provide maven or gradle, that would be cool. Ant is okay in Git for Windows.  If I have to fall back to Makefiles, I can use Cygwin.
 
Any problems, file an issue with https://github.com/coderextreme/impact.dir/issues.  There's one waiting for you to close, Jed.
 
John
 
 




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