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| > ... agenda for the web3D.org H-Anim working group kickoff meeting.... > 1) Introductions. > 2) Discuss relationship between the abstract H-Anim spec ( ISO/IEC 19774 ) > and the H-Anim component of the X3D spec ( ISO/IEC 19775 ). > 3) Discuss roadblocks in adoption of the H-Anim spec. > Thanks for the great kickoff, Keith and ALL! To celebrate I am attaching my latest and greatest version of the joe h-anim CAESAR LOA3 model with joints, segments, and sites. There is a simple animation in there for testing that I will explain more later. H-Anim LOA3 complete Best Yet .x3dv No kidding, the most accurate and easy to read so far. http://www.hypermultimedia.com/x3d/h...080320All.x3dv http://www.hypermultimedia.com/x3d/h...0080320All.txt Look at the listing with a text editor (or browser) with line wrap turned off for a simple reading of the hierarchy. Again, I will explain more about that later, including better history and updates. At this time, I think a great addition would be to include a minimal simple skin that adds a minimum number of vertices to the list of standard sites. Another opportunities are that there is not enough detail in the feet and head. Since I recomposed the listing from the standard to achieve a more readable sequence, of course I can't help but follow that up with a joe version of the H-Anim spec Hierarchy diagram. The current one is fine but is a bit (actually a couple of spaces) off when it tries to show the decendancy, and it does not list the Site nodes. So, here it is: http://www.hypermultimedia.com/x3d/hanim/Hierarchy.txt The rule for reading is that the first item in each line is the Joint, then the next item is the child Segment, then the next items will be the Site(s) decendend from the Segment. For joints, indentation is used to show parent-child relationships. For example, l_hip is a child of sacroiliac and l_knee is a child of l_hip. This means that if there is a translation or rotation of the joint, then the child node is also moved, just like you would expect. The spaces before l_hip and r_hip indicate that those are both children of sacroiliac. The vertical line from sacroiliac to vl5 indicates that both are children of HumanoidRoot. The vertical line from vc7 to l_sternoclavicular and r_sternoclavicular shows that all three are children of vt1. Thanks and Best Regards, Joe |
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| >> > X3D syntax error: line 205 in > > Right, Thyme, > dupliicate DEFs fixed in http://www.hypermultimedia.com/x3d/h...080320All.x3dv and http://www.hypermultimedia.com/x3d/h...0080320All.txt Now that we have loooked for more problems in that rendition of the World Standard humanoid intended for animation, I promised to show you something about animating the character. Again, please look at this listing in the simplist possible text editor that allows you to turn off Auto Word Wrap. What you should be seeing is a listing of the humanoid with just one line of text for each parent joint, segment and site node, with just one space indention to show hierarchy. The main ones are: sacroiliac and vl5 and their main children, lower and upper, respectively, of the humanoid root. Our sacroiliac parents the legs while vl5 parents the upper body. WIthin the upper body, vt1 parents vc7 and its children for the head parts and also both l_sternoclavicular and r_sternoclavicular for the arms. Each hand has fingers which are parented by the wrist. For each Joint node, the child Segment is listed first, then the child Joint. Site nodes are always children of Segment nodes. Notice that each of the humanoid nodes has a name field. This field lists the standardized name for the node, usually from the medical taxonomy, with a main purpose of allowing a script to sniff the humanoid for joint names. The DEF identifier typically uses the name as part of the string, and tyically the HAnim_ portion is replaced by the character name. Down toward the bottom there is a set of interpolators for what I hope is a good representation of Pitch and Roll and Yaw rotations for the joints of a humanoid. Below those are sets of Routes. The # leading the first of the three sets of Route statements is a comment, symbol which in this effect, stops propagation of that event. An X3D Humanoid is animated by Translation and Rotation of one or more joints. This set of interpolators and routes will provide the Rotation part. The children joint, segment, and site nodes ofthe target joint node will be translated according to the hierarchy. Your job is to get the scene running, then edit the ROUTE statement(s) to produce an animation of a joint, then reload the scene and check the result. For example, change these ROUTE statements: ROUTE Time1.fraction_changed TO Yaw.set_fraction ROUTE Yaw.value_changed TO hanim_HumanoidRoot.set_rotation The character should rotate toward the left (ccw when viewed from above). Next, pick another DEF string from a Joint node and plug it in, replacing hanim_HumanoidRoot For most of the others, I would suggest using the Pitch interpolator and route set, although every one of the three are interesting on each and every joint. The most interesting ones are around the joints that parent the major sections. One way to get an editable listing of the file is to go to http://www.hypermultimedia.com/acontents.htm find the title: X3D H-ANim then .. H-Anim LOA3 complete Best Yet .x3dv and then right click on the link, Save Target As (in IE) and tell it to save the file in some file directory of your choice. Now navigate to that file in the file manager and (again IE) right click the file, Open With, then select Notepad. In Notepad, click Format, then unselect Word Wrap. Now you should be seeing the file listing just like the browser displays the ..txt file. Now go down and edit the Route statements to get the interpolators to work. The first time you modify and resave the file, maybe give it a different name. To execute the file, just left click the file name, or right click the file name and Open With whatever X3D browser you have installed. Thanks and Best Regards, Joe |
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