[x3d-public] HAnimDisplacer effect on coord.point
Holger Seelig
holger.seelig at yahoo.de
Fri Feb 21 12:02:44 PST 2025
Using layer is more easy as using a ProximitySensor. Each Layer node has its own X3DBindableNode stack, thus own viewpoints, background, fog, navigation info. There can only be one active layer where navigation takes place, to be specified with LayerSet.activeLayer. Example attached.
Best regards,
Holger

--
Holger Seelig
Leipzig, Germany
holger.seelig at yahoo.de
https://create3000.github.io/x_ite/
> Am 21.02.2025 um 20:37 schrieb John Carlson via x3d-public <x3d-public at web3d.org>:
>
> Hmm. I took out the layering code in the latest zip, Clocks6.zip. Check out Andreas’ version if you’re having trouble unpacking it.
>
> Layering/Layout is like a 2D layer on top of a 3D layer. Holger’s point was that it might be useful for a HUD.
>
> Please view current zip, around the ProximitySensor, and Hud ROUTEs.
>
> I don’t know how to make the menu rotate opposite the mouse, or how to keep the menu in the HUD.
>
> I will look into Viewpoints.
>
> John
>
> On Fri, Feb 21, 2025 at 12:56 PM Joe D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>> wrote:
>> > take out layering code ...
>>
>> I still don't see how layering will help in making a HUD.
>> Can you have one viewpoint in one layer and navigate but have a second viewpoint in another layer that keeps the menu up front?
>> Ithinktheprox sensor works everywhere bu x3dom?
>>
>> Thanks,
>> Joe
>>
>> -----Original Message-----
>> From: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>
>> Sent: Feb 20, 2025 12:18 PM
>> To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>
>> Cc: John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>>
>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>
>>
>> I guess there could be some weird encoding or formatting issue. I use GitHub Bash inside Windows Terminal, I don’t know if I am encoding with Cp1252 or something Windows specific. I’ll do more research.
>>
>> On Thu, Feb 20, 2025 at 7:19 AM Holger Seelig via x3d-public <x3d-public at web3d.org <mailto:x3d-public at web3d.org>> wrote:
>>> For some reason I cannot open those *.zip files from you John. My system say „Unknown file format“.
>>>
>>> Best regards,
>>> Holger
>>>
>>> --
>>> Holger Seelig
>>> Leipzig, Germany
>>>
>>> holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>
>>> https://create3000.github.io/x_ite/
>>>
>>> Am 20.02.2025 um 00:24 schrieb John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>>:
>>>
>>> Attached is an example with a Hud. I can't get the menu (with the Hud ProximitySensor and Transforms) to move differently than Jin, so I'm kind of stuck.
>>>
>>> There's probably some silly problem that I missed. The menus move with the mouse.
>>>
>>> Thanks for looking,
>>>
>>> John
>>>
>>> On Tue, Feb 18, 2025 at 6:49 PM John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>> wrote:
>>>> Thanks for code samples, Joe. It looks like I can take out my Layering/Layout code and just focus on the menu. Sorry I am so slow on this, I think I might be hibernating.
>>>>
>>>> I’m looking at my GitHub commits and they have dropped drastically. This might be because I am spending more time helping others with recovery or just using social media too much.
>>>>
>>>> I will try to get to the HUD in the next two days. It was so cold, we didn’t even go to the dentist 45 miles away. We got out today though.
>>>>
>>>> John
>>>>
>>>> On Tue, Feb 18, 2025 at 6:38 PM Joe D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>> wrote:
>>>>> > a HUD for Joe
>>>>>
>>>>> A hud for the FACS example is needed because any navigation causes the menu to disappear. The menu can be just like used on the Jin scaled with animation example. However that uses a ProximitySensor which x3dom does not support, for some reason. We use that a lot for start timers, timers, etc.as <http://etc.as/> well as being the typical way to keep a menu or scene data in view.
>>>>> If HTML/SVG is better, I have not seen it. I don't think Stacking canvas is appropriate. Fine to think of XR for in-world 2d or3d HUDS but does that sort ofdisplay really work any different than using prox sensor? ProximitySensor is just so basic.
>>>>>
>>>>> <ProximitySensor DEF='HudProx' size='50 50 50'/>
>>>>> <Transform DEF='HudXform' rotation='0 1 0 0.78' translation='2 1 2'>
>>>>> <Transform DEF='Menu' scale='0.02 0.02 0.02' translation='-0.38 0.05 -0.75'>
>>>>> rest of menu
>>>>> <ROUTE fromField='position_changed' fromNode='HudProx' toField='set_translation' toNode='HudXform'/>
>>>>> <ROUTE fromField='orientation_changed' fromNode='HudProx' toField='set_rotation' toNode='HudXform'/>
>>>>>
>>>>> Thanks and Best,
>>>>> Joe
>>>>>
>>>>> huds3d
>>>>> XR
>>>>>
>>>>> -----Original Message-----
>>>>> From: Andreas Plesch <andreasplesch at gmail.com <mailto:andreasplesch at gmail.com>>
>>>>> Sent: Feb 18, 2025 11:45 AM
>>>>> To: John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>>
>>>>> Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>, Holger Seelig <holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>>, Joseph D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>>, Brutzman, Donald (Don) (CIV) <brutzman at nps.edu <mailto:brutzman at nps.edu>>, Carol McDonald <cemd2 at comcast.net <mailto:cemd2 at comcast.net>>
>>>>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>>>>
>>>>>
>>>>> Please do not wait for x3dom. Both ProximitySensor and the Layering component are lower priority. HTML/SVG is better suited for 2D HUDs and layering can be approximated by stacking multiple X3D canvases/scenes. You may also consider XR where immersion typically strongly favors in-world 3d HUDs.
>>>>>
>>>>> Best, -Andreas
>>>>>
>>>>> On Tue, Feb 18, 2025 at 2:25 PM John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>> wrote:
>>>>>> Don, we’re currently working on a HUD for Joe, I don’t currently have an online example of that.
>>>>>>
>>>>>> Otherwise, I’m waiting on someone deciding which meshes to merge. I could take the lead on this.
>>>>>>
>>>>>> I could use a tutorial on the Layering and Layout components, examples don’t seem to help. I may try to adopt a 3D HUD based on examples. Something with the 2D overlay in WORLD space would help tremendously, or some conversion from WORLD space.
>>>>>>
>>>>>> We already have 3D menus, so a 3D HUD might be easiest.
>>>>>>
>>>>>> Thanks,
>>>>>>
>>>>>> John
>>>>>> On Mon, Feb 17, 2025 at 11:18 PM Brutzman, Donald (Don) (CIV) via x3d-public <x3d-public at web3d.org <mailto:x3d-public at web3d.org>> wrote:
>>>>>>> Wondering, do we have a simple excerpted example that we can look at yet? That will help guide these discussions.
>>>>>>>
>>>>>>> Don't need a full human body animation in all its displaceable glory...
>>>>>>>
>>>>>>> all the best, Don
>>>>>>> --
>>>>>>> Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu <mailto: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: x3d-public <x3d-public-bounces at web3d.org <mailto:x3d-public-bounces at web3d.org>> on behalf of Joe D Williams via x3d-public <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>
>>>>>>> Sent: Saturday, February 15, 2025 6:55 PM
>>>>>>> To: Holger Seelig <holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>>; Andreas Plesch <andreasplesch at gmail.com <mailto:andreasplesch at gmail.com>>
>>>>>>> Cc: joedwil at earthlink.net <mailto:joedwil at earthlink.net> <joedwil at earthlink.net <mailto:joedwil at earthlink.net>>; X3D <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>; Carol McDonald <cemd2 at comcast.net <mailto:cemd2 at comcast.net>>
>>>>>>>
>>>>>>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>>>>>>
>>>>>>> > coord.point changes are very very expensive quickly,
>>>>>>>
>>>>>>> Right, the processing time gets expensive as the number of points moved.
>>>>>>> If level 1 segment geometry where the mesh is driven directly by a joint, then it easier since weight is always 1.
>>>>>>> For level 2 skin, the the weight (radial movement) applied by maybe multiple joints needs to be computed for each point.
>>>>>>> Finally, for both levels, the displacements for selected set of points needs to be applied.
>>>>>>> This implies multiple passes on the subject coordinates?
>>>>>>> Whatever, these operations are common where the applications deal with
>>>>>>> a complete mesh and with sparse points of a mesh for blending. .
>>>>>>>
>>>>>>> > with reference to CoordinateInterpolator,
>>>>>>>
>>>>>>> These are useful when controlling all points of a target mesh.
>>>>>>> All points of a mesh must be included and same number of points at each keyframe.
>>>>>>> This style was used in first step of the current example x3d FACS because
>>>>>>> face geometry is made from multiple shapes. CoordinateInterpolater sets
>>>>>>> for each shape for each elemental action moved the points.
>>>>>>> This was simplified to using the same face for each action example
>>>>>>> and then replaced the CIs with sets of Displacers.
>>>>>>> Now have developed further to combine individual actions to make a
>>>>>>> specific expression which consists of multiple elemental movements.
>>>>>>> However, I think we want to evolve towards a basic single mesh face
>>>>>>> with some individual shapes for like teeth, hair, eyeballs, eyelids, tongue, maybe ears?
>>>>>>> and using joint nodes to control, where appropriate.
>>>>>>>
>>>>>>> Regardless of how the points are moved for the next frame, it has to be
>>>>>>> considered that geometry points will be moved directly by joint rotations,
>>>>>>> by a weighting algorithm using multiple joint rotation inputs,
>>>>>>> and by one or more scalar-driven Displacer inputs.
>>>>>>>
>>>>>>> Thanks for HAnim,
>>>>>>> Joe
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> -----Message-----
>>>>>>> From: Holger Seelig <holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>>
>>>>>>> Sent: Feb 9, 2025 11:23 AM
>>>>>>> To: Andreas Plesch <andreasplesch at gmail.com <mailto:andreasplesch at gmail.com>>
>>>>>>> Cc: X3D <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>, Joseph D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>>, Carol McDonald <cemd2 at comcast.net <mailto:cemd2 at comcast.net>>
>>>>>>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>>>>>>
>>>>>>> I don't think so, coord.point changes are very very expensive quickly, and as Michalis said earlier, with reference to CoordinateInterpolator, we should get rid of them.
>>>>>>>
>>>>>>> Holger
>>>>>>> --
>>>>>>> Holger Seelig
>>>>>>> Leipzig, Germany
>>>>>>>
>>>>>>> holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>
>>>>>>> https://create3000.github.io/x_ite/
>>>>>>>
>>>>>>> Am 09.02.2025 um 19:44 schrieb Andreas Plesch <andreasplesch at gmail.com <mailto:andreasplesch at gmail.com>>:
>>>>>>> Yes, that is an option. However,coord.point changes are very very expensive quickly, and as Michalis said earlier, with reference to CoordinateInterpolator, we should get rid of them.
>>>>>>>
>>>>>>> Andreas
>>>>>>>
>>>>>>> On Sun, Feb 9, 2025, 1:40 PM Holger Seelig <holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>> wrote:
>>>>>>> X_ITE applies the HAnimDisplacers in the shader, thus no coord.point field has to be changed.
>>>>>>> Maybe that helps.
>>>>>>>
>>>>>>> Best regards,
>>>>>>> Holger
>>>>>>>
>>>>>>> --
>>>>>>> Holger Seelig
>>>>>>> Leipzig, Germany
>>>>>>>
>>>>>>> holger.seelig at yahoo.de <mailto:holger.seelig at yahoo.de>
>>>>>>> https://create3000.github.io/x_ite/
>>>>>>>
>>>>>>> Am 09.02.2025 um 19:33 schrieb Andreas Plesch via x3d-public <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>:
>>>>>>>
>>>>>>> That would be the point field of a Coordinate node
>>>>>>>
>>>>>>> https://www.web3d.org/specifications/X3Dv4/ISO-IEC19775-1v4-IS/Part01/components/rendering.html#Coordinate
>>>>>>>
>>>>>>> which is used by the coord field of
>>>>>>>
>>>>>>> https://www.web3d.org/specifications/X3Dv4/ISO-IEC19775-1v4-IS/Part01/components/hanim.html#HAnimSegment
>>>>>>>
>>>>>>> Andreas
>>>>>>>
>>>>>>> On Sun, Feb 9, 2025, 12:36 PM Joe D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>> wrote:
>>>>>>> > coord node emit a point_changed event
>>>>>>>
>>>>>>> sorry,I don't see a field anywhere with that event. Displacer is likely to change several points when new weight is sent. All part of the cascade to produce the changed mesh?
>>>>>>> Thanks,
>>>>>>> Joe
>>>>>>>
>>>>>>>
>>>>>>> -----Original Message-----
>>>>>>> From: Andreas Plesch <andreasplesch at gmail.com <mailto:andreasplesch at gmail.com>>
>>>>>>> Sent: Feb 9, 2025 4:25 AM
>>>>>>> To: Brutzman, Donald (Don) (CIV) <brutzman at nps.edu <mailto:brutzman at nps.edu>>
>>>>>>> Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>, Carol McDonald <cemd2 at comcast.net <mailto:cemd2 at comcast.net>>, Joe D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>>, John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>>
>>>>>>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>>>>>>
>>>>>>>
>>>>>>> Don, Joe and John
>>>>>>>
>>>>>>> Thanks for collecting these references.
>>>>>>>
>>>>>>> But I am not sure if there is an answer to my original question. Let me rephrase a bit the question:
>>>>>>>
>>>>>>> After a Displacer contained in a Segment node receives a set_weight input, should then the coord node emit a point_changed event ?
>>>>>>>
>>>>>>> I do not think HAnim is concerned about that, so it is really a X3D question.
>>>>>>>
>>>>>>> Thanks, Andreas
>>>>>>>
>>>>>>> On Sun, Feb 9, 2025, 12:49 AM Brutzman, Donald (Don) (CIV) <brutzman at nps.edu <mailto:brutzman at nps.edu>> wrote:
>>>>>>> Thanks for pointing in the right direction John.
>>>>>>>
>>>>>>> Direct links to functional requirements for Displacer in HAnim 2.0 specification:
>>>>>>> HAnim 2.0. Part 1: Humanoid animation (HAnim) architecture, Clause 4 Concepts, 4.7 Displacer object
>>>>>>> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/concepts.html#DisplacerObject
>>>>>>>
>>>>>>> HAnim 2.0. Part 1: Humanoid animation (HAnim) architecture, Clause 6 Object interfaces, 6.6 Displacer
>>>>>>> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/ObjectInterfaces.html#Displacer
>>>>>>> and
>>>>>>> X3D 4.0 Architecture, Clause 26 Humanoid Animation (HAnim) component, 26.3.1 HAnimDisplacer
>>>>>>> https://www.web3d.org/specifications/X3Dv4/ISO-IEC19775-1v4-IS/Part01/components/hanim.html#HAnimDisplacer
>>>>>>> and informative
>>>>>>> X3D Tooltips, HAnimDisplacer
>>>>>>> https://www.web3d.org/x3d/content/X3dTooltips.html#HAnimDisplacer
>>>>>>> Thanks for implementation efforts and careful scrutiny.
>>>>>>>
>>>>>>> Questions and potential issues/clarifications/corrections are always welcome.
>>>>>>>
>>>>>>>
>>>>>>> all the best, Don
>>>>>>> --
>>>>>>> Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu <mailto: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: x3d-public <x3d-public-bounces at web3d.org <mailto:x3d-public-bounces at web3d.org>> on behalf of John Carlson via x3d-public <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>
>>>>>>> Sent: Saturday, February 8, 2025 3:43 AM
>>>>>>> To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org <mailto:x3d-public at web3d.org>>; Carol McDonald <cemd2 at comcast.net <mailto:cemd2 at comcast.net>>; Joe D Williams <joedwil at earthlink.net <mailto:joedwil at earthlink.net>>
>>>>>>> Cc: John Carlson <yottzumm at gmail.com <mailto:yottzumm at gmail.com>>; Andreas Plesch <andreasplesch at gmail.com <mailto:andreasplesch at gmail.com>>
>>>>>>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>>>>>>
>>>>>>> Here’s what HAnim spec says under Displacer:
>>>>>>>
>>>>>>> https://www.web3d.org/documents/specifications/19774/V2.0/index.html
>>>>>>>
>>>>>>> “For the Displacer objects that are contained in the displacers field of the Segment objects, the displacements are defined and applied in the Segment coordinate system. The base mesh for the morphed Segment is the original mesh defined in the Segment.”
>>>>>>>
>>>>>>> And here’s what it says under Segment:
>>>>>>>
>>>>>>> “
>>>>>>> The coord field is used for Segment objects that have deformable meshes and shall contain coordinates referenced from the indexed mesh for the Segment object. The coordinates are given the same name as the Segment object, but with a "_coords" appended (e.g.,"skull_coords").”
>>>>>>>
>>>>>>> displacements are an offset from the mesh, with weight from 0 to 1. So weight times displacement is total offset from base mesh. 0 weight = no offset, 1 weight = full displacements offset
>>>>>>>
>>>>>>> The Coordinate point is maintained to handle weight = 0. Weight ranges from 0 to 1, but double check.
>>>>>>>
>>>>>>> Joe or Carol might know where to find it in the HAnim spec.
>>>>>>>
>>>>>>> I believe the answer is, “during rendering,”. Since weight can vary with animation, and so can displacements, AFAIK. More than one displacer can be applied to the mesh.
>>>>>>>
>>>>>>> I have not read the spec.
>>>>>>>
>>>>>>> John
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Feb 8, 2025 at 5:13 AM Andreas Plesch via x3d-public <x3d-public at web3d.org <mailto:x3d-public at web3d.org>> wrote:
>>>>>>> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/hanim.html#HAnimDisplacer
>>>>>>>
>>>>>>> does not directly explain what the effect of the displacer on the coord.point field of the containing HAnimSegment is. But it mentions the coord.point field and seems to imply that the coord.point field is involved.
>>>>>>>
>>>>>>> So the question is if the Displacer should alter the coord.point field in order to achieve a graphical displacement, or if the Browser should only apply the displacements during rendering without a change in the coord.point field ?
>>>>>>>
>>>>>>> This is relevant if the coord.point field is accessed by routes or scripts, in addition to displacers.
>>>>>>>
>>>>>>> Thanks for any feedback or ideas,
>>>>>>>
>>>>>>> Andreas
>>>>>>>
>>>>>>> --
>>>>>>> Andreas Plesch
>>>>>>> Waltham, MA 02453
>>>>>>> _______________________________________________
>>>>>>> x3d-public mailing list
>>>>>>> x3d-public at web3d.org <mailto:x3d-public at web3d.org>
>>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> x3d-public mailing list
>>>>>>> x3d-public at web3d.org <mailto:x3d-public at web3d.org>
>>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> x3d-public mailing list
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>>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Andreas Plesch
>>>>> Waltham, MA 02453
>>>>>
>>>
>>> <Clocks6.zip>
>>> _______________________________________________
>>> x3d-public mailing list
>>> x3d-public at web3d.org <mailto:x3d-public at web3d.org>
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>>
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