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--></style></head><body lang=EN-US link=blue vlink="#954F72" style='word-wrap:break-word'><div class=WordSection1><p class=MsoNormal>With discussion of avatar(s) continuing, </p><p class=MsoNormal>I want to say that of course, any avatar </p><p class=MsoNormal>plan must include a clear consideration </p><p class=MsoNormal>of the idea that any proposed concept for </p><p class=MsoNormal>International Avatar Standard could and </p><p class=MsoNormal>maybe should be expressed as a carefully </p><p class=MsoNormal>crafted Part or Clause or Appendix to our </p><p class=MsoNormal>current Web3D X3D Hanim Standard. </p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal>This means consideration of details such as: </p><p class=MsoNormal> scale, levels of articulation, levels of mesh detail, </p><p class=MsoNormal> initial pose before animation, reusable animations</p><p class=MsoNormal> </p><p class=MsoNormal>Avatars - Three main thoughts</p><p class=MsoNormal> 1. 'Standard' skins </p><p class=MsoNormal> 'Standard' initial pose</p><p class=MsoNormal> 'Standard' human scale</p><p class=MsoNormal> 'Standard order of points </p><p class=MsoNormal> as appear in user code </p><p class=MsoNormal> (top to bottom, grouped by appendage)</p><p class=MsoNormal> 'Standard' number of points </p><p class=MsoNormal> basic, intermediate, realistic</p><p class=MsoNormal> 'Standard' default texture mapping</p><p class=MsoNormal> 'Standard' feature/interaction locations</p><p class=MsoNormal> 2. 'Standard' skeletons </p><p class=MsoNormal> Level 0 = avatar handle only (root joint)</p><p class=MsoNormal> Avatar always has root </p><p class=MsoNormal> root at hips or floor?</p><p class=MsoNormal> (root and skin/segment geometries only)</p><p class=MsoNormal> Various level of articulation </p><p class=MsoNormal> Basic names/numbers for joints, segments, features</p><p class=MsoNormal> basic stick man j joints, s segments, f features</p><p class=MsoNormal> hands and feet joint completeness </p><p class=MsoNormal> realistic medical = all joints, segments, features</p><p class=MsoNormal> 3. Compatible with web3D X3D hanim</p><p class=MsoNormal> Why not, it is the World Standard and </p><p class=MsoNormal> If we need a particular skeleton, </p><p class=MsoNormal> then hanim can support any and all. </p><p class=MsoNormal> If we need a particular set of special skin(s) </p><p class=MsoNormal> then hanim can support them. </p><p class=MsoNormal> If we need various styles of animation </p><p class=MsoNormal> then hanim can support any and all.</p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal>Makes a teachable 'Standard' Avatar showing </p><p class=MsoNormal>progression from most basic presentation/interaction </p><p class=MsoNormal>features from simple hobby to full medical. </p><p class=MsoNormal>Provides authorable, customizable, extensible </p><p class=MsoNormal>humanoid skeleton-based character. </p><p class=MsoNormal>Simple names/numbers for joints and segments and </p><p class=MsoNormal>surface/internal feature points are easy to </p><p class=MsoNormal>understand with realistic hierarchies for someone </p><p class=MsoNormal>to start with and build on.</p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal>Thanks for fun with hanim, </p><p class=MsoNormal>Joe<o:p></o:p></p></div></body></html>