[x3d-public] [AI] MCCF Milestone: Emotion Field Translation and XML Export
Don Brutzman
don.brutzman at gmail.com
Thu Apr 30 22:40:52 PDT 2026
Models in Legacy are old (HAnim version 1, X3D version 3) and many cannot
work with X3D4.
I'd suggest the Jin models at whichever LOA complexity you'd prefer. If
you find that one is invalid, we'll fix it.
all the best, Don
--
X3D Graphics, Maritime Robotics, Distributed Simulation
Relative Motion Consulting https://RelativeMotion.info
On Thu, Apr 30, 2026 at 9:13 PM Joe D Williams via x3d-public <
x3d-public at web3d.org> wrote:
> > 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
>
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