Difference between revisions of "Mar 02rd, 2016 at 5:00pm PDT, Agenda and Minutes"
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Don Brutzman, William Glascoe, Myeong W. Lee, Joe Williams, Dick Puk | Don Brutzman, William Glascoe, Myeong W. Lee, Joe Williams, Dick Puk | ||
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+ | Questions in the interface Humanoid: | ||
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+ | 1) Why skinNormal is necessary? | ||
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+ | I think skinNormal is an animation option that might be useful for rendering effects. | ||
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+ | Current graphics cards can rapidly compute normals so there is potential size/transmission performance penalty if they are used. | ||
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+ | I see no need to remove that capability. There are probably some good character examples out there (future HAnim models!) that use normal animation. | ||
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+ | 2) Why bboxCenter and bboxSize are necessary? | ||
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+ | Again optional. In this case, they can be very useful for (forward or inverse) kinematics engines that want to pursue fine-grained collision control with hands, fingers, body parts, etc. | ||
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+ | 3) Why viewpoints are necessary? | ||
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+ | Again optional. Useful for (a) looking at body sections, for user navigation or medical applications, or (b) looking out from body locations, in a way that moves with any animation. For example, a set of viewpoints could provide multiple POVs for how a hand is interacting with a external object. | ||
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+ | 4) Are scale, scaleOrientation, and translation necessary inside Humanoid? | ||
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+ | Again use is optional. I think they are useful for translation of different models, and also as possible animation effects. Further these fields provide HAnimHumanoid consistency with Transform, as do HAnimJoint and HAnimSite. Thus modeling, animation and implementation techniques can all be used consistently. | ||
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MWL: stated her questions for the WG to discuss | MWL: stated her questions for the WG to discuss | ||
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MWL: We do not specify the boundaries you see in the snapshot. The boundaries are moving in animation so if we have one region with vertex (set) then they are moving. | MWL: We do not specify the boundaries you see in the snapshot. The boundaries are moving in animation so if we have one region with vertex (set) then they are moving. | ||
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+ | We know the mesh, their order in the mesh and how the displacers will move them. |
Revision as of 01:45, 3 March 2016
Don Brutzman, William Glascoe, Myeong W. Lee, Joe Williams, Dick Puk
Questions in the interface Humanoid:
1) Why skinNormal is necessary?
I think skinNormal is an animation option that might be useful for rendering effects.
Current graphics cards can rapidly compute normals so there is potential size/transmission performance penalty if they are used.
I see no need to remove that capability. There are probably some good character examples out there (future HAnim models!) that use normal animation.
2) Why bboxCenter and bboxSize are necessary?
Again optional. In this case, they can be very useful for (forward or inverse) kinematics engines that want to pursue fine-grained collision control with hands, fingers, body parts, etc.
3) Why viewpoints are necessary?
Again optional. Useful for (a) looking at body sections, for user navigation or medical applications, or (b) looking out from body locations, in a way that moves with any animation. For example, a set of viewpoints could provide multiple POVs for how a hand is interacting with a external object.
4) Are scale, scaleOrientation, and translation necessary inside Humanoid?
Again use is optional. I think they are useful for translation of different models, and also as possible animation effects. Further these fields provide HAnimHumanoid consistency with Transform, as do HAnimJoint and HAnimSite. Thus modeling, animation and implementation techniques can all be used consistently.
MWL: stated her questions for the WG to discuss
JW: How to treat ... as a skin or displacer technique
MWL: Why is the exact coordinates necessary for this example?
JW: I'm assuming we know what the mesh is. And we identify the boundary
MWL: We do not specify the boundaries you see in the snapshot. The boundaries are moving in animation so if we have one region with vertex (set) then they are moving.
We know the mesh, their order in the mesh and how the displacers will move them.