[x3d-public] Jinloa4 scaled with loa4 animation

John Carlson yottzumm at gmail.com
Thu Apr 11 06:46:37 PDT 2024


Tossing this file as it has too many errors.  Perhaps there's an issue
with X3DJSAIL or my setup?

Please test on your system, thanks!

java -cp ~/Downloads/X3DJSAIL.4.0.full.jar org.web3d.x3d.jsail.CommandLine
-validate *../data/JinLOA4scaled1joe05b.x3d*

*John*

On Mon, Mar 25, 2024 at 9:27 PM Joe D Williams via x3d-public <
x3d-public at web3d.org> wrote:

> Hi All,
> With the ideas of Ted Nelson in mind,we want to provide a connected
> history of our works and dreams for the future.
>
> https://www.youtube.com/watch?v=A3mptA5sZTM
> Ted Nelson -- Vannevar Bush Symposium 1995
>
> Yes, truly a madman.
>
> Recently we decided to improve the trail by making the jinloa4 model into
> a truly 'Standard' example of a nice Level 1 Humanoid. The only deviation
> from 'Standard' is that it was drawn approx. 44:1. meaning the skeleton and
> geometry was drawn other than 1:1 in meters to match the specified default
> Humanoid size. As a result, in order to fit the model into 'Standard'
> Humanoid space, it needs at least a scale operation.
>
> Original jinloa4 example:
>
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinLOA4Index.html
>
> For the original, the Humanoid node scale parameter is used and that works
> fine to make it the right size because the browser can handle the scale,
> but as you might predict, 'Standard' animations, those defined for a
> "Standard' Humanoid, may have problems.
>
> This is important because the Fundamental and Most Important Goal of X3D
> HAnim is to allow 'Standard' Humanoid models to leverage 'Standard'
> Humanoid animations. That is, if the model is built using 'Standard' HAnim
> hierarchy, default pose, and reasonable limb length relationships, then
> 'Standard' animations should work. Animations are the most labor intensive
> part of this, so it makes deep sense to try and reuse animations.
>
> So, looking at jinloa4, as mentioned the original jinloa4 skeleton is
> dimensioned about 44 to1. This is fairly easy, just do what he browser
> would have to do and scale the joint center locations to 1:1. Next, the
> geometry is drawn in a location then Transformed to the joint center.
> Again, this is fairly straightforward work the browser does when loading so
> we just scaled the geometry to 1:1 then moved the points to the correct
> location, just like the browser would have to do. We end up with the
> jinloa4rescaled file that is attached.
>
> Notice that when you load and run the the model it starts off doing a
> "Kick" animation. Select other animations to see other motions. Pitch, Yaw,
> and Roll joints and Walk and Run and Jump and Kick.
> Now look at the user code, down past the skeleton and geometry and please
> notice the "Stop" animation code. To my knowledge this is the only complete
> set of loa4 Interpolators, Routes from Timer to Interpolator, and Routes
> from Interpolator to Joint.
>
> (Right now, the Stop animation is actually hooked up to the "Default"
> button,so"Default" is really a Test action.)
>
> Go ahead and edit the code, for example change the Interpolator values for
> this Joint:
>   Stop_vl5_RotationInterpolator'     where vl5 is the first from the
> bottom vertebrae.
> From:
>   key='0 0.5 1' keyValue='0 0 1 0, 0 0 1 0, 0 0 1 0'/>
> To:
>   key='0 0.5 1' keyValue='0 0 1 0, 1 0 0 1, 0 0 1 0'/>
> Now reload the scene and press "Default" and Jin will do a gentle bow.
>
> One lesson is this you can really see how to animate "standard" models. If
> you sit on the Joint, facing +z, then the four interpolator key values x y
> z scale (0 0 1 0 is default) make it simple because x-axis is Pitch, y-axis
> is Yaw, and z-axis is Roll. We use right-hand rule, so with thumb aimed
> positive direction along an axis a positive key value rotates the axis CCW.
> So in the above example, the middle keyvalue gives 1 radian of rotation or
> the x-axis, giving jin that forward rotation at the waist.
> Give that same value to a shoulder joint.
>
> Anyway, I hope we can do more with this one. Mainly work out the other
> animations which were  originally set up for a V1 loa3 (joekick skeleton).
>
> Thanks to All for All the Fun with HAnim,
> Joe
> .
>
> :
>
>
>
> .
>
>
>
> ,
>
> _______________________________________________
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>
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