Difference between revisions of "Jun 10th, 2015 at 5:00pm PDT, Agenda and Minutes"
(Added agenda items) |
m (added Myeong Won Lee's questions) |
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Agenda: | Agenda: | ||
− | 1. LOA pictures updated | + | 1. LOA pictures updated |
− | - Facial joints | + | |
− | + | - Facial joints | |
+ | |||
+ | Myeong asked a few questions about skin, displacer objects, H-Anim feature point names, and facial joint usage. | ||
+ | |||
+ | - In the Humanoid interface, both segments and skins are defined. Do both have geometry? Are both needed for a human model, or optional? | ||
+ | - What difference is between displacer nodes and skins? | ||
+ | - How to know boundary between segments and/or between skins? Because skins will have to be tranformed when animated. The boundary must have the same geometry between segments during animation. | ||
+ | - The Humanoid interface does not include displacer nodes. Does this mean that skins are displacer nodes? | ||
+ | |||
2. H-Anim LOA3 facial problem | 2. H-Anim LOA3 facial problem | ||
− | From Joe's message dated May 14, There are only two facial joints defined, eyeball joints, from the | + | |
− | + | From Joe's message dated May 14, There are only two facial joints defined, eyeball joints, from the skull base.. | |
− | Reference: Table 4.4 Face Joint object names, 4.9.5 Hierarchy | + | |
− | http://www.web3d.org/documents/specifications/19774/V1.0/index.html | + | Reference: Table 4.4 Face Joint object names, 4.9.5 Hierarchy http://www.web3d.org/documents/specifications/19774/V1.0/index.html |
The basic design for X3D facial animation uses Displacer nodes which animate either geometry in the Humanoid skin field, or geometry of segments in the skeleton field. The Displacer operates by controlling movement of each specific vertex over a specified range in skin space. | The basic design for X3D facial animation uses Displacer nodes which animate either geometry in the Humanoid skin field, or geometry of segments in the skeleton field. The Displacer operates by controlling movement of each specific vertex over a specified range in skin space. | ||
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4. Scheduling next meeting | 4. Scheduling next meeting | ||
− | (4th Wednesday) | + | (4th Wednesday) Jul 01 th at 5:00pm PDT (25th, 9:00am KST) |
Latest revision as of 02:18, 11 June 2015
Attendees: Myeong Won Lee, Richard Puk, William Glascoe
Agenda: 1. LOA pictures updated
- Facial joints
Myeong asked a few questions about skin, displacer objects, H-Anim feature point names, and facial joint usage.
- In the Humanoid interface, both segments and skins are defined. Do both have geometry? Are both needed for a human model, or optional? - What difference is between displacer nodes and skins? - How to know boundary between segments and/or between skins? Because skins will have to be tranformed when animated. The boundary must have the same geometry between segments during animation. - The Humanoid interface does not include displacer nodes. Does this mean that skins are displacer nodes?
2. H-Anim LOA3 facial problem
From Joe's message dated May 14, There are only two facial joints defined, eyeball joints, from the skull base..
Reference: Table 4.4 Face Joint object names, 4.9.5 Hierarchy http://www.web3d.org/documents/specifications/19774/V1.0/index.html
The basic design for X3D facial animation uses Displacer nodes which animate either geometry in the Humanoid skin field, or geometry of segments in the skeleton field. The Displacer operates by controlling movement of each specific vertex over a specified range in skin space.
3. Skin & segments review
Reference: 6.2 Humanoid
- http://www.web3d.org/documents/specifications/19774/V1.0/index.html - interface Humanoid
4. Scheduling next meeting
(4th Wednesday) Jul 01 th at 5:00pm PDT (25th, 9:00am KST)