[x3d-public] Design patterns for HAnimHumanoid skin and apparel using HAnim2standard in X3D4

Joseph D Williams joedwil at earthlink.net
Sun Dec 25 12:31:05 PST 2022


In the example:
<HAnimHumanoid DEF='a.SimpleSkeleton' name='SimpleSkeleton' version='2.0'>
<HAnimJoint containerField='skeleton' name='humanoid_root' ulimit='0 0 0' llimit='0 0 0'>
<HAnimSegment name='sacrum'>
<Shape DEF='JointVisualization'/>
<Shape DEF='SegmentVisualization'/>
</HAnimSegment>
</HAnimJoint>
</HAnimHumanoid>

Under Segment, probably will use:
…
<HAnimSegment name='sacrum'>
  <Shape DEF='JointVisualization'/>
  <Shape DEF='SegmentVisualization'/>
  <HAnimSite name='feature01'>
    <Shape DEF='SiteVisualization'/>
   </HAnimSite>
</HAnimSegment>
…

And, with Site, we can use sensors and anything else. 
Thanks, 
Joe

From: Brutzman, Donald (Don) (CIV)
Sent: Saturday, December 24, 2022 11:42 AM
To: X3D Public Mailing List (x3d-public at web3d.org)
Cc: h-anim at web3d.org; Joseph D Williams; Brutzman, Donald (Don) (CIV)
Subject: Design patterns for HAnimHumanoid skin and apparel using HAnim2standard in X3D4

Joe, thanks for steady efforts making progress on HAnim models.  Your latest examples are online as follows, with diagnostics and testing continuing.  At some point we will want to produce cleaned-up versions of legacy BoxMan models too.

• X3D Example Archives: Humanoid Animation, Skin
• https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin

In order to keep track of all the different ways that apparel might be included with an HAnim2 X3D4 model, we have come up with the following list of possibilities.


• https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/DesignPatternsApparelVariations.txt

   Design patterns for HAnimHumanoid presenting skin and apparel
                   using HAnim2 standard in X3D4

   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

a. *Simple Skeleton*. skeleton field, simple skeleton structure, invisible or
    visualized by rendered ball-and-stick for joints, segments, sites.

b. *Simple Skeleton Mesh*. skeleton field, Shape geometry attached to segments,
   moving with skeleton but rendering is crude since no deformation occurs
   during animation if overlapping.

c. *Skin, Indexed Geometry only*. skin field, indexed Coordinate mesh with
   skinCoordIndex and weight connections at each of joint nodes for browser
   performance of smooth deformation when moving.

d. *Skin, Shape holding indexed geometry*. Allow skin field to hold Shape
   containing Appearance with Material or texture, similarly holding indexed
   mesh with skinCoordIndex connections at joints for smooth deformation 
   when moving. (Specification revision pending, Mantis 1408).

e. *Switch or LOD*. Similarly allow skin field to hold Switch or LOD, then a
   single Shape holding indexed mesh.  If agreed upon that this is extremely
   similar will require specification change resembling Mantis 1408.

f. *Synthesis*. Extra-large Coordinate mesh using duplicate points for 
   inner-volume (flesh mesh) and outer-volume (apparel mesh) geometry.  
   Likely possible with existing X3D4 specification but requires complex
   preprocessing of humanoid geometry.  Applying cloth physics likely not
   practical or possible.

g. *Apparel*. Add apparel field to future specification versions (namely
   HAnim2.1 and X3D4.1), allowing separate definition of clothing that is
   independent of skin mesh.  Likely want an MFNode array to permit multiple
   clothing layers.  Likely need to consider special cases for cloth physics.

h. *Anatomy*.  Similar to apparel field: multiple epithelial tissue layers
   for surfaces of human organs are common, often with similar construction
   about concentric center-line spine through deformable organ.  This suggests
   that an adapted Extrusion node may be more relevant than meshes.  Likely 
   will also need to consider special cases for organ physics.  Note that this
   is similar (possibly identical) rationale to preceding analysis of apparel.


also thanks to Vince and Dick for thoughtful discussions as we have proceeded.

Happy Holidays everyone!

all the best, Don
-- 
Don Brutzman  Naval Postgraduate School, Code USW/Br        brutzman at nps.edu
Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA    +1.831.656.2149
X3D graphics, virtual worlds, Navy robotics https:// faculty.nps.edu/brutzman


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