<html><head></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; "><br><div><br><div>Begin forwarded message:</div><br class="Apple-interchange-newline"><blockquote type="cite"><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px;"><span style="font-family:'Helvetica'; font-size:medium; color:rgba(0, 0, 0, 1);"><b>From: </b></span><span style="font-family:'Helvetica'; font-size:medium;">John Carlson <<a href="mailto:john.carlson3@sbcglobal.net">john.carlson3@sbcglobal.net</a>><br></span></div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px;"><span style="font-family:'Helvetica'; font-size:medium; color:rgba(0, 0, 0, 1);"><b>Date: </b></span><span style="font-family:'Helvetica'; font-size:medium;">May 4, 2010 10:49:47 PM PDT<br></span></div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px;"><span style="font-family:'Helvetica'; font-size:medium; color:rgba(0, 0, 0, 1);"><b>To: </b></span><span style="font-family:'Helvetica'; font-size:medium;">Dave A <<a href="mailto:dave@realmofconcepts.com">dave@realmofconcepts.com</a>></span></div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px;"><span style="font-family:'Helvetica'; font-size:medium; color:rgba(0, 0, 0, 1);"><b>Subject: </b></span><span style="font-family:'Helvetica'; font-size:medium;"><b>Semantic X3D and the desire for motion capture libraries for X3D</b><br></span></div><br><div style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; "><br><div><div>On May 4, 2010, at 9:07 PM, Dave A wrote:</div><br class="Apple-interchange-newline"><blockquote type="cite">
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And I bless efforts to make a more semantic type of 3d. I came at this
from game authoring tools<br>
where you could author something to 'spin' (with a speed and axis, not
a bunch of key frames)<br>
or that something 'moves when bumped into' and so forth. This is a
higher-level description which<br>
can be down-converted to X3D, very hard to go the other way. Tools
should make it very simple<br>
for the non-programming artist, and produce the underlying
code/structures as needed (this is what<br>
my Unreal converter does, btw). Specifying things semantically is far
more portable, if that's the<br>
goal.<br></div></blockquote><br></div><div>I agree, if I want my avatar to dance as an end user, I shouldn't have to deal with transforms, points etc. I should be able to download the dancing behavior I want and apply it to my avatar. Let's make a market out of selling motion. Cars are a wonderful example of this. Here's another: <a href="http://playstation.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/">http://playstation.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/</a> Let's convert free mocap library data to stuff that X3D and H-Anim can use...see: <a href="http://mocap.cs.cmu.edu/">http://mocap.cs.cmu.edu/</a> I'm such a newbie, I don't even know what kind of mocap data H-Anim, X3D or VRML takes! Can someone fill me in? I see 123 .bvh files on the web. Can they be converted to h-anim? It looks like you can go from .asf/.amc to .bvh to something standard (from NIST) Here's all the asf and amc files on the CMU site: <a href="http://mocap.cs.cmu.edu:8080/allasfamc.zip">http://mocap.cs.cmu.edu:8080/allasfamc.zip</a></div><div><br></div><div><br></div><div>Why isn't H-Anim featured on this page: <a href="http://en.wikipedia.org/wiki/List_of_motion_and_gesture_file_formats">http://en.wikipedia.org/wiki/List_of_motion_and_gesture_file_formats</a></div><div>?</div><div><br></div><div>What luck have people had with converting from other formats?</div><div><br></div><div>Thanks,</div><div><br></div><div>John</div><br></div></blockquote></div><br></body></html>