[x3d-public] [AI] MCCF Milestone: Emotion Field Translation and XML Export
Joe D Williams
joedwil at earthlink.net
Thu Apr 30 21:11:50 PDT 2026
> I need an H-Anim example to work with. One that has basic gestures or behaviors we can trigger from the MCCF. I think I can get one from the W3DC repository.
This is a list of some HAnim in the Humanoid Animation arcives.
HumanoidAnimation (HAnim) X3D Examples Archive
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/index.html
Bones
Characters
Coveroid
Digital Heritage
Facial Animation
Legacy
Medical
Motion Animation
Polygonal
Poses
Prototypes
Skin
Specifications
Templates
Winter And Spring
Humanoid Animation, Medical
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Medical/AnimatedAssembledHumanSkeletonIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Medical/BonesAllSkeletonIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Medical/LaughingUpperSkeletonIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Medical/SkeletonCompleteNoNormalsIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Medical/BodySkinIndexedFaceSetNISTcolorsIndex.html
Humanoid Animation, Basic, Medical
https://www.web3d.org/x3d/content/examples/Basic/Medical/BonesAllSkeletonIndex.html
https://www.web3d.org/x3d/content/examples/Basic/Medical/BodySkinIndexedFaceSetNISTIndex.html
Humanoid Animation, Legacy
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Legacy/JoeSkinTexcoordDisplacerKickIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Legacy/BoxMan3AnimationPanelIndex.html
Humanoid Animation, Facial Animation
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/FacialAnimation/FacialAnimationComparisonScriptsX_ITE.html
Humanoid Animation, Digital Heritage
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/DigitalHeritage/LaFerrassie_I_right_thumb_index_fingerIndex.html
Humanoid Animation, Characters
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinLOA4AnimatedIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinLOA4MarkersAnimatedIndex.html
Humanoid Animation, Coveroid
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Coveroid/index.html
Humanoid Animation, Bones
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Bones/AllBonesCollectionIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Bones/AllBonesLOA5SkeletonsIndex.html
Humanoid Animation, Winter And Spring
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/WinterAndSpring/index.html
Humanoid Animation, Templates
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Templates/index.html
Humanoid Animation, Specifications
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Specifications/HAnim1SpecificationLOA3AnimationIndex.html
Humanoid Animation, Skin
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKickAnimationIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeSkeletonSkinSiteSaluteWalkIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKickIndex.html
Humanoid Animation, Prototypes
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Prototypes/index.html
Humanoid Animation, Poses
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Poses/index.html
Humanoid Animation, Polygonal
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Polygonal/MarineIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Polygonal/MarineIndex.html
Humanoid Animation, Motion Animation
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/HAnimDisplacerExamplesIndex.html
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/PirouetteIndex.html
There are others but these are main ones.
Most Advanced?
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Bones/AllBonesLOA5SkeletonsIndex.html
try
https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JinLOA4MarkersAnimatedIndex.html
If an AI can't take control of these, then nothing, but we need a taxonomy of actions and reactions and
basic animations to go with it.
Thanks,
Joe
-----Original Message-----
From: lee bullard via AI <ai at web3d.org>
Sent: Apr 30, 2026 7:36 PM
To: John Carlson <yottzumm at gmail.com>
Cc: <cbullard at hiwaay.net>, <x3d-public at web3d.org>, X3D AI Working Group <ai at web3d.org>
Subject: Re: [AI] MCCF Milestone: Emotion Field Translation and XML Export
On 2026-04-30 5:46 pm, John Carlson wrote:
> Interesting. Could HumanML be used with sign language?
HumanML is where we started 25 years ago. It was an interesting idea but I boiled the ocean in that design. I don't have a copy of the HumanML schema and walked away from the work. It was too soon and we didn't have the technical support, and really, we needed what we can get from the affective layers of the LLM. The AI was the missing piece. Since then X3D has become much more powerful. I am not sure which features we can use, which features are widely supported, etc. I am working off old chops from the last worlds I built. This is a fresh start.
This time we build what we need as we know we need it. The XML exports document the scene requirements. That is a work in process. I will report back here as we go so anyone who wants to inspect it can by looking at the GitHub or asking me for current examples.
We're only now creating the X3D generator and master script. From Claude:
"The sign language question is actually a good signal about where the system is heading — gesture triggering is a natural extension of the channel outputs we already have. E-channel drives facial expression and upper body, B-channel drives posture and grounding, P drives gaze and orientation, S drives proximity and reach. Sign language is a high-resolution version of that same mapping. But you're right — we need to run the instrument before we can answer that question honestly. File it, don't solve it.
On the scene generator question: what you're describing is a separation between the semantic skeleton (MCCF-enabled, channel-driven, Proto-defined) and the visual skin (geometry an AI artist loads into the skeleton). That's exactly the right architecture and it's achievable. The Proto is the skeleton. Geometry is a child node the author replaces. The Master Script only addresses the skeleton — it doesn't know or care what the geometry looks like. That means an AI artist can swap in anything from a colored box to a full H-Anim figure without touching the Script."
V2 was a push model. This is a pull model. Zones are attractors for agents and actually agents themselves. Just fixed. It's a strange idea but I think it is the right one.
I need an H-Anim example to work with. One that has basic gestures or behaviors we can trigger from the MCCF. I think I can get one from the W3DC repository. This is where experimenation by the X3D community of developers and artists can be a Real Good Thing as Bill Mumy says.
We're on new ground. I don't know of other efforts to drive an X3D simulation witha a multi channel coherence field (Say emotional engine ++) integrated with an LLM. I am working this out one piece at a time. Pretty much like rocket design. Build one. Blow it up. Rinse and repeat. :)
len
--
AI mailing list
AI at web3d.org
http://web3d.org/mailman/listinfo/ai_web3d.org
More information about the x3d-public
mailing list