[x3d-public] Notes for MSF Digital Fashion Wearables WG Biweekly Meeting Sept 30
John Carlson
yottzumm at gmail.com
Mon Sep 30 10:01:51 PDT 2024
Joe, I think you want to say that the humanoid and points rotations are at
0 0 1 0
On Mon, Sep 30, 2024 at 11:53 AM Joe D Williams via x3d-public <
x3d-public at web3d.org> wrote:
> Recommended Web3D Standards
> https://www.web3d.org/standards/all
> Humanoid Animation Interfaces
> https://www.web3d.org/documents/specifications/19774/V2.0/index.html
> X3D Base Interfaces
> https://www.web3d.org/documents/specifications/19775-1/V4.0/index.html
> X3D SAI (Scene Access Interfaces)
> https://www.web3d.org/documents/specifications/19775-2/V3.3/index.html
> XML Encoding
> https://www.web3d.org/documents/specifications/19776-1/V3.3/index.html
> Web3D HAnim Working Group
> https://www.web3d.org/working-groups/hanim
> HAnim Examples Archive
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/index.html
> X3D HAnim Example1
>
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKickIndex.html
>
> https://create3000.github.io/x_ite/playground/?url=https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.x3d
> X3D
> <https://create3000.github.io/x_ite/playground/?url=https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.x3dX3D>
> HAnim Example 2
>
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinScaledV2L1LOA4OnlyMarkersCanonical.xml
> Another Entry Point
> https://webx3d.org/
>
>
> Web3D ISO/IEC Humanoid Animation
>
> The HAnim (Humanoid Animation) standard is a
> platform-independent ISO/IEC Standard to produce
> a realistic realtime anytime interactive
> Humanoid character operating in standardized
> web environments.
>
> Every detail of the HAnim standard is intended
> to promote sharable animations and interactions
> between similar models.
>
> From inception into the future this Humanoid model
> describes the primary extensible basis for
> development of the Virtual Twin concept,
> operating under direct user control and
> autonomously, alone or with others in
> a wide range of standardizable host environments.
>
> Host Coordinate System
> Standard GL (metres)
> Character Coordinate System
> Standard GL (metres)
> 0 0 0 at floor between feet,
> model gaze toward +Z,
> +X to model left, +Y up,
> Right-hand rule
> default I pose (relaxed attention)
>
> The HAnim character can be composed at
> several levels of complexity of skeleton and
> geometrey.
> Humanoid (container)
> skeleton (realistic hierarchy)
> Joint (basic motion animation target)
> Segment (geometry, accessories, Sites)
> Site (data, landmark, sensor)
> Joint (... rest of hierarchy)
> skin (indexed geometry,
> continious deformable mesh,
> animated by skeleton)
>
> The Humanoid container holds the skeleton and
> associated geometries and sensors, and the skin.
>
> The skeleton can be produced at five levels of
> articulation:
> LOA-0 represents only the humanoid_root Joint object
> LOA-1 represents a hierarchy of 18 joints
> LOA-2 consists of 71 joints
> LOA-3 consists of 94 joints
> LOA-4 consists of 148 joints
>
> Geometry to vizualize the Humanoid can consist of:
> Level 1 geometry which provides for individual shapes
> for body part segments and accessories.
> These are animated directly by operation of the skeleton
> hierarchy and separately as required.
> Level 2 provides Level 1 plus animation of a deformable
> mesh skin according to a weighted value shared among
> various joints that may have an effect upon motion of
> the individual points of the mesh.
>
> Sites: A set of surface feature landmarks provide
> a standardized reference locations on the model
> for various data points, interaction areas,
> accessory geometry, and sensors.
>
> So, the Five main elements of the HAnim Standard are:
> Humanoid
> Joint
> Segment
> Site
> Displacer
>
> Displacer provides an independent means to
> animate geometry points using a scalar interpolator.
>
>
> Web3D X3D ISO/IEC HAnim Implementation
> X3D offers an open and free reference implementation
> of the HAnim standard via the X3D HAnim component.
>
> Open Inventor --->
> Virtual Reality Modeling Language (VRML) --->
> Extensible 3D (X3D)
>
> X3D Authortime very human-readable user code
> can be created with simple text editor.
> Creates DAG scenegraph,
> Same child, Multiple parents.
> Strongly typed nodes and parameters.
> Validated by xml or other schema.
> None better realtime, live data structure
>
> X3D Scene Access Interface (SAI) runtime.
> Internal and External programming Operations
> are identical.
> None better realtime live scenegraph and event system.
>
> To me, the rest of X3D was born and made to do HAnim.
>
>
> Character Poses:
> 1. Pose Before Animation/skin or garment binding
> I Pose (relaxed attention)
> GL coordinate system, metres
> All Joints 0 0 1 0
> All points 0 0 1 0
> 2. Move to Skin or Garment binding Pose
> Whatever pose, referenced from Default animation pose.
> Data for Joint is index of point, weight of Joint.
> Each point can be controlled by up to four Joints (gltf)
> 3. Default I pose should work.
>
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>
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