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<div class="moz-cite-prefix">Joe,<br>
<br>
</div>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">Hi Leonard,
<br>
<br>
<a class="moz-txt-link-freetext" href="http://realism.com/blog/purpose-x3d-animation">http://realism.com/blog/purpose-x3d-animation</a>.
<br>
<br>
There are a few nuggets of some important general stuff mixed in
with a poor and uninformed view of the industry and what X3D HAnim
can do. </blockquote>
<br>
There is absolutely nothing in my post about H-Anim. There is no use
of "H-Anim", "HAnim", or "Human" (all case insensitive). <br>
That was an explicit choice. <br>
<br>
It is likely that I am far more informed of standard industry
practices for character animation than any other active participant
in the Consortium. I am Chair (4th year) of LA ACM SIGGRAPH --
supporting professional in the industry and location where character
animation was developed and where its capabilities are pushed to its
limits. The Chapter regularly discusses and has presentations from
the top modelers, riggers, and animators in the (entertainment)
industry. I also had tutoring on the specifics from some animators
currently working in the industry, and the post was reviewed by an
industry person prior to publication.<br>
<br>
So I might be wrong, but I don't really think so.<br>
<br>
<br>
<br>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">My opinion is you are not even close to understanding
what it is and about what is really going on with data used to
build and animate a humanoid or any other skeletal creation.
<br>
<br>
How about actually using an X3D browser that does HAnim, the best
is BSContact (it used to be that Flux was as good as BSContact) or
instant, or any browser using the prototypes we have, and extend
yourself to read some of the example code for Segment geometry and
skin geometry examples and the actual rigging and animation steps
before you write in an authoritative manner. You're understanding
is very incomplete and even wrong about details in the article.
<br>
</blockquote>
<br>
Because my point is not H-Anim. Rigged joint animation is not
H-Anim. As the article describes rigged joint animation can just as
easily be used for non-humans, non-animals (e.g., trees), or even
non-living (e.g., machines) models.<br>
<br>
<br>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">
<br>
Try the X3D features, read the spec, and actually try some example
and you will see X3D is not as incomplete as you think.
<br>
</blockquote>
<br>
Rigged skin animation is not available for Immersive. This type of
animation needs to be available at what amounts to Interchange. X3D
is incomplete with regards to this.<br>
<br>
<br>
<br>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">
<br>
HAnim is not that easy to understand, as you have shown in your
article. However, X3D HAnim is logical and completely the way it
is done everywhere. So, quit making remarks about what X3D doesn't
do at least until you actually do something with what we have.
<br>
</blockquote>
<br>
HAnim is *NOT* the way it is done everywhere. It's only the way it
is done in X3D, and even that does not follow the same principles as
the industry work.<br>
<br>
<br>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">
<br>
The only thing you showed in this article is that you haven't read
the HAnim spec, </blockquote>
<br>
Because it is NOT about H-Anim -- it is about rigged skin animation.
There is absolutely no assumption about the model being rigged.<br>
<br>
<br>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">you have not used the X3D HAnim to build a character,
have not looked at any X3D HAnim examples, have not even tried to
build anything close to an operating HAnim yourself, have not
really understood how those animation authoring systems work, and
finally you haven't even asked anyone any meaningful questions
about the basic technology.
<br>
</blockquote>
<br>
^^^^^ All irrelevant to my post.<br>
<br>
<br>
Leonard Daly<br>
<br>
<br>
P.S. Right now (X3D V3.3) the biggest problem with H-Anim is that
X3D does not support rigged deformable skin animation of joints. It
is included in a separate component. My post is showing that this
animation capability needs to be included in a standard "profile"
(in V3 terminology) of future X3D. That helps H-Anim by providing an
easy and existing means to do the animation.<br>
<br>
<br>
<br>
<br>
<blockquote
cite="mid:44D1017D990648819A31D8A6BEF84666@joe1446a4150a8"
type="cite">
<br>
Of course I am open to discussing what is HAnim and how we do it.
Just ask.
<br>
<br>
All Best,
<br>
Joe
<br>
<br>
<br>
----- Original Message ----- From: "Leonard Daly"
<a class="moz-txt-link-rfc2396E" href="mailto:Leonard.Daly@realism.com"><Leonard.Daly@realism.com></a>
<br>
To: "X3D Public" <a class="moz-txt-link-rfc2396E" href="mailto:x3d-public@web3d.org"><x3d-public@web3d.org></a>
<br>
Sent: Wednesday, October 19, 2016 8:04 AM
<br>
Subject: [x3d-public] Purpose of X3Dng -- Animation
<br>
<br>
<br>
<blockquote type="cite">My next post on the topic is up at
<br>
<a class="moz-txt-link-freetext" href="http://realism.com/blog/purpose-x3d-animation">http://realism.com/blog/purpose-x3d-animation</a>. This is an
explanation of
<br>
how animation is done using rigged models and why it is
important to
<br>
include it standard X3D. It does not include node proposals -
that will
<br>
take further research and discussion.
<br>
<br>
</blockquote>
</blockquote>
<br>
<p><br>
</p>
<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
3D Systems & Cloud Consultant<br>
LA ACM SIGGRAPH Chair<br>
President, Daly Realism - <i>Creating the Future</i>
</font></div>
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