[x3d-public] HAnimDisplacer effect on coord.point
John Carlson
yottzumm at gmail.com
Sat Feb 22 18:41:44 PST 2025
I believe we can swap between active layers, using a ROUTE, and one should
be able to change the active layer in LayerSet. So an active Layer could
also be an animation??? Can I group ROUTEs in layers to activate only one
set?
I will work on DEFing layers for accessibility. If we decide on 3 or more
layers, I can work on appropriate USEs in each layer.
Another thing which may increase accessibility is turning the ProtoInstance
tags into MenuItem tags. I have not tried this before, so I don’t know if
it works in all browsers. I think Andreas worked on this for X3DOM.
If you have any ideas for adding a viewpoint to Clocks6.zip, great!
So we need to decide to go with Clocks6.zip or Clocks7.zip, or both.
If there is better ways of selecting from a menu, perhaps by removing
Protos or doing keyboard navigation, I’m all ears. Currently, one should
be able jump between TimeSensors?
John
On Fri, Feb 21, 2025 at 4:15 PM Joe D Williams <joedwil at earthlink.net>
wrote:
> > test case...
>
>
>
> fine idea, maybe add a layer maybe a sphere and switch between cube and
> sphere.leavingmenu asis.
>
> Thamks,
>
> Joe
>
>
>
>
>
>
>
> -----Original Message-----
> From: John Carlson <yottzumm at gmail.com>
> Sent: Feb 21, 2025 2:12 PM
> To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>,
> Michalis Kamburelis <michalis.kambi at gmail.com>, Holger Seelig <
> holger.seelig at yahoo.de>
> Cc: Joe D Williams <joedwil at earthlink.net>
> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>
>
> I agree. I had missed the required viewpoint to achieve what was
> necessary. I’ll try to get a FACS version out tonight, but no promises. I
> did try a simple approach, but without viewpoint, it failed.
>
> Maybe we can use Holger’s example as a test case for a Castle issue?
>
> Can we mix a ProximitySensor with layering? Ideas welcome.
>
> John
>
> On Fri, Feb 21, 2025 at 3:38 PM Joe D Williams via x3d-public <
> x3d-public at web3d.org> wrote:
>
>> That is real nice and readable. Not working in Castle, fine in freewrl.
>>
>> Does not decrease my simple need for ProximitySensor, especially when
>> that basic tech is getting more important.
>>
>> Thanks and Very Best,
>>
>> Joe.
>>
>>
>>
>>
>>
>> -----Original Message-----
>> From: Extensible 3D (X3D) Graphics public discussion <
>> x3d-public at web3d.org>
>> Sent: Feb 21, 2025 12:23 PM
>> To: X3D <x3d-public at web3d.org>
>> Cc: Holger Seelig <holger.seelig at yahoo.de>
>> Subject: Re: [x3d-public] HAnimDisplacer effect on coord.point
>>
>>
>> Think easy. Don’t make things more difficult than they are.
>>
>> Here a link ready to try out for the lazy ones:
>>
>> https://create3000.github.io/x_ite/playground/?url=https://gist.githubusercontent.com/create3000/7c9b576f8b3b52d1b51e3fb98b2e93dc/raw/23d76cfb19f7719af4c942f7d9553f386005238d/Layers.x3d
>>
>> Best regards,
>> Holger
>>
>> --
>> Holger Seelig
>> Leipzig, Germany
>>
>> holger.seelig at yahoo.de
>> https://create3000.github.io/x_ite/
>>
>> Am 21.02.2025 um 21:02 schrieb Holger Seelig via x3d-public <
>> x3d-public at web3d.org>:
>> 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
>>
>>
>> <Layers.x3d>
>>
>> --
>> 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>
>> 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>
>>> Sent: Feb 20, 2025 12:18 PM
>>> To: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org
>>> >
>>> Cc: John Carlson <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> 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
>>>> https://create3000.github.io/x_ite/
>>>>
>>>>
>>> Am 20.02.2025 um 00:24 schrieb John Carlson <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>
>>>> 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>
>>>>> 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 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>
>>>>>> Sent: Feb 18, 2025 11:45 AM
>>>>>> To: John Carlson <yottzumm at gmail.com>
>>>>>> Cc: Extensible 3D (X3D) Graphics public discussion <
>>>>>> x3d-public at web3d.org>, Holger Seelig <holger.seelig at yahoo.de>,
>>>>>> Joseph D Williams <joedwil at earthlink.net>, Brutzman, Donald (Don)
>>>>>> (CIV) <brutzman at nps.edu>, Carol McDonald <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>
>>>>>> 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> 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
>>>>>>>> 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> on behalf of Joe
>>>>>>>> D Williams via x3d-public <x3d-public at web3d.org>
>>>>>>>> *Sent:* Saturday, February 15, 2025 6:55 PM
>>>>>>>> *To:* Holger Seelig <holger.seelig at yahoo.de>; Andreas Plesch <
>>>>>>>> andreasplesch at gmail.com>
>>>>>>>> *Cc:* joedwil at earthlink.net <joedwil at earthlink.net>; X3D <
>>>>>>>> x3d-public at web3d.org>; Carol McDonald <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>
>>>>>>>> Sent: Feb 9, 2025 11:23 AM
>>>>>>>> To: Andreas Plesch <andreasplesch at gmail.com>
>>>>>>>> Cc: X3D <x3d-public at web3d.org>, Joseph D Williams <
>>>>>>>> joedwil at earthlink.net>, Carol McDonald <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
>>>>>>>> https://create3000.github.io/x_ite/
>>>>>>>>
>>>>>>>> Am 09.02.2025 um 19:44 schrieb Andreas Plesch <
>>>>>>>> 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>
>>>>>>>> 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
>>>>>>>> https://create3000.github.io/x_ite/
>>>>>>>>
>>>>>>>> Am 09.02.2025 um 19:33 schrieb Andreas Plesch via x3d-public <
>>>>>>>> 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>
>>>>>>>> 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>
>>>>>>>> Sent: Feb 9, 2025 4:25 AM
>>>>>>>> To: Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>>>>>>>> Cc: Extensible 3D (X3D) Graphics public discussion <
>>>>>>>> x3d-public at web3d.org>, Carol McDonald <cemd2 at comcast.net>, Joe D
>>>>>>>> Williams <joedwil at earthlink.net>, John Carlson <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> 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
>>>>>>>> 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> on behalf of
>>>>>>>> John Carlson via x3d-public <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>; Carol McDonald <cemd2 at comcast.net>; Joe D
>>>>>>>> Williams <joedwil at earthlink.net>
>>>>>>>> *Cc:* John Carlson <yottzumm at gmail.com>; Andreas Plesch <
>>>>>>>> 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> 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
>>>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> x3d-public mailing list
>>>>>>>> x3d-public at web3d.org
>>>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> x3d-public mailing list
>>>>>>>> x3d-public at web3d.org
>>>>>>>> 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
>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>
>>>
>>>
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