All Classes and Interfaces
Class
Description
Articulated human model developed from laser-scan data using X3D native tags, rather than prototypes.
Articulated human model developed from laser-scan data.
Canonical HAnim 1 -1 specification example, using native X3D tags instead of ProtoDeclaration/ExternProtoDeclaration and ProtoInstance.
A Seamless VRML Human, demonstrating the HAnim 2001 Specification, animation scripting via an external prototype (ExternProtoDeclare).
A Seamless VRML Human, demonstrating the HAnim 2001 Specification, animation panel shows multiple behaviors.
A Seamless VRML Human, demonstrating the HAnim 2001 Specification, animation scripting via an external prototype (ExternProtoDeclare).
A Seamless VRML Human, demonstrating the HAnim 2001 Specification, animation panel shows multiple behaviors.
Bubble animation used by Nancy Diving example.
Bushes for HAnim scene Winter and Spring.
BVH file conversion: test case showing unmodified BVH-to-X3D conversion results using X3D-Edit import to create separate test scene 1.x3d.
BVH file conversion: test case showing current BVH-to-X3D conversion results of "invisible" skeleton, with node visualization geometry later applied from X3dToXhtml stylesheet-produced HumanoidRootHAnimHumanoidReport.
BVH file conversion: test case showing current BVH-to-X3D conversion results, without visualization geometry.
Seamless3d tool import of bvh file and export of x3d scene.
Cane for elderly man.
Cane for elderly man.
Design patterns for skin and apparel using HAnim2 standard in X3D4.
HAnim skeletal structure for Level of Action (LOA) zero, with one diamond at the base node for the structure.
HAnim skeletal structure for Level of Action (LOA) one, with diamonds at the Joint centers.
hanim skeletal structure at level of articulation two, one diamond at the base node for the structure.
HAnim skeletal structure for Level of Action (LOA) zero, with one diamond at the base node for the structure.
HAnim skeletal structure for Level of Action (LOA) one, with diamonds at the Joint centers, also includes HAnimSite feaature points.
HAnim skeletal structure at level of articulation two, one diamond at the base node for the structure, blue spheres for HAnimSite feaature points.
Flower for HAnim scene Winter and Spring.
FlowerGardens for HAnim scene Winter and Spring.
Set of three flowers for for the aromatic pleasure of the viewer.
Gramps with animation.
HAnim Specification reference example providing full coverage and visibility of all specified HAnim constructs, plus motion animations.
HAnim Specification reference example providing full coverage and visibility of all specified HAnim constructs, plus motion animations.
HAnim Specification reference example providing full coverage and visibility of all specified HAnim constructs, also suitable for re-use as an authoring template.
HAnim Specification reference example providing full coverage and visibility of all specified HAnim constructs, also suitable for re-use as an authoring template.
HAnim Specification reference example providing full coverage (and no illustrated visibility) of all specified HAnim constructs, also suitable for re-use as an authoring template.
HAnim Specification reference example providing full coverage (and no illustrated visibility) of all specified HAnim constructs, also suitable for re-use as an authoring template.
HAnim Specification reference example providing full coverage (and no illustrated visibility) of all specified HAnim constructs, also suitable for re-use as an authoring template.
HAnim Specification reference example providing full coverage (and no illustrated visibility) of all specified HAnim constructs, also suitable for re-use as an authoring template.
Prototypes for HAnimBehavior node, which collects OrientationInterpolators for aggregate animation of an HAnim humanoid model, and HAnimBodyBehaviorChooser, which selects one body and enables/disables multiple aggregated behaviors.
Left foot, using high-fidelity definitions for HAnim version 2.0.
Right foot, using high-fidelity definitions for HAnim version 2.0.
Left hand, using high-fidelity definitions for HAnim version 2.0.
Right hand using high-fidelity definitions for HAnim version 2.0.
Left and right hands and feet, using high-fidelity definitions for HAnim version 2.0.
Example implementation of X3D Humanoid Animation (HAnim) nodes using X3D prototypes.
This example demonstrates interchangeability of avatars (Nancy, Allen, Boxman) and animation behaviors (Stand, Run, Jump, Walk) via dynamic routing.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Original version of articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Original version of articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Original version of articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Original version of articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
This Joe model is a HAnim version 2 LOA-3 Humanoid with textured skin based on the original HAnim Specification and data from CAESAR models.
Comprehensive example showing skeleton, skin, sites and interpolator animation together.
This Joe model is a V1 LOA3 Humanoid with textured skin composed mainly of V1 Site locations.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Articulated 3D game character designed with a general graphics tool, then converted into an X3D HAnim model.
Humanoid model of a grandchild.
Leif character with body animations, translation of walking handled separately.
Humanoid model of a grandchild.
Lily character with body animations, translation of walking handled separately.
Humanoid animation prototype reusable by any Humanoid.
Humanoid animation prototype reusable by any Humanoid.
Humanoid animation prototype reusable by any Humanoid.
Humanoid animation prototype reusable by any Humanoid.
Humanoid animation prototype reusable by any Humanoid.
Humanoid animation prototype reusable by any Humanoid.
Humanoid animation prototype reusable by any Humanoid.
Main stage for HAnim scene Winter and Spring.
Marine model.
Diving mask and snorkel tube.
Nancy having fun scuba diving!.
Nancy having fun scuba diving - developmental model using ProtoInstance instead of HAnim native tags, do not use this pattern.
Canonical HAnim 1.1 specification example, using native X3D tags instead of ProtoDeclaration/ExternProtoDeclaration and ProtoInstance.
Canonical HAnim 1.1 specification example, using ProtoDeclaration and ProtoInstance instead of native X3D tags.
Canonical HAnim 1.1 specification example, using native X3D tags instead of ProtoDeclaration/ExternProtoDeclaration and ProtoInstance.
Pathway for HAnim scene Winter and Spring.
Pathway for HAnim scene Winter and Spring.
BVH file conversion: CMU example animation that also runs in three.js.
BVH file conversion support: test and visualize various rotations in order to properly configure converter from Euler angles to SFRotation values.
Scuba gear used by Nancy Diving example.
Example Size 2T model showing conversion process from Cinema-4D to VRML to X3D.
Test design patterns for animation control.
Humanoid model of a grandchild.
Tufani character with body animations, translation of walking handled separately.
BVH file conversion: *enter description here, short-sentence summaries preferred*.
Example animation timings, manually translated from tool outputs and export.
3D Male Scan combined with JoeKick, 3 Korean characters Ru,Mi,Min from HAnim, CCBYSA music plus designs from Rhino.
Credits for scene.
Credits for scene authors.
Credits for scene dedications.
Credits for scene musics clips.
Credits for scene.