[x3d-public] HAnimMotion Export Update for RawKee

Don Brutzman don.brutzman at gmail.com
Sun Oct 26 20:49:30 PDT 2025


too cool, better and better - go Aaron go!

i sympathize with GUI work, am still banging on proper X3D-Edit handling of
a big values table...

i agree with ongoing consideration of good practices for collecting
animation nodes together with a humanoid.  In addition to the cases you
describe, certainly the HAnimMotion node (and someday HAnimPose node) can
work as embedded animations.

   - Something to check in implementations: can HAnimMotion appear first as
   DEF, and then be a USE node within the HAnimHumanoid.  I see nothing
   preventing that in specifications.
   - Something important to remember as part of animation node subgraph
   patterns:  X3D allows an author plenty of flexibility.  The most useful
   patterns allow reuse of parts... if you just want the Humanoid (or vice
   versa, the Motion node), it is good to be able to extract just that.
   - Synchronizing TimeSensor/MovieTexture/AudioClip with interpolators and
   motions (and poses) should be no problem, we have a consistent event-graph
   animation-chain model for all of the nodes - just add ROUTE connections and
   triggers

looking ahead, as we continue HAnim motion animation work and become more
interoperable/robust, I can think of a few more interesting tasks to pursue:

a.  when preparing to map joint names between HAnim joints and other forms
(BVH etc.), produce a parsable set of data mappings
b.  this approach could be basis for an importer/converter configurations
between formats
c.  also work on HAnimMotion conversion back to BVH so we can do round-trip
testing and refinements, that is always an excellent test.
d. building libraries of cool BVH conversions into HAnimMotion nodes,
possibly as ExternProtoDeclare examples but more likely directly
retrievable by EXPORT from original file, IMPORT/AS and USE in target model.

all the best, Don
-- 
X3D Graphics, Maritime Robotics, Distributed Simulation
Relative Motion Consulting  https://RelativeMotion.info


On Sun, Oct 26, 2025 at 3:35 PM Bergstrom, Aaron via x3d-public <
x3d-public at web3d.org> wrote:

> All,
>
>
>
> I had over estimated how difficult it would be to account for joint
> rotation order. I was already using the Maya matrix “asAxisAngle” function
> to get SFRotation values, which already takes into account the current
> Rotation Order before it spits out the Axis Angle value.
>
>
>
> It also turns out that the way I had previously implemented collection of
> Interpolator data was done in a manner that easily allows for the
> Interpolator data to be exported in the Scenegraph next to the item being
> animated, or at the end of the file.
>
>
>
> So most of the work yesterday and today was just me hacking away at the
> GUI.
>
>
>
> So now, all the following are possible, and will be available with the
> next release:
>
>    - HAnimMotion export with whatever rotation order you like as long as
>    the author uses the RawKee GUI to setup a compliant HAnim skeleton (either
>    from scratch or as a companion export skeleton to an existing Maya
>    skeleton).
>    - HAnimMotion support for “translation and rotation” animation data
>    for all (or selected) joint nodes.
>    - TimeSensor/MovieTexture/AudioClip driven Interpolator animations for
>    HAnim characters…
>       - …under that humanoid’s “skin” field in a Group node that contains
>       that animation’s timing nodes, Interpolators, and Routes. Not that anyone
>       likes this option other than me. :D
>       - …or at the end of the exported scenegraph in a Group that
>       contains all of the same timing, interpolator, and route information.
>
>
>
> Aaron
> _______________________________________________
> x3d-public mailing list
> x3d-public at web3d.org
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>
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