[x3d-public] pirouette skeleton; topmost HAnimHumanoid and HAnimJoint names swapped?
John Carlson
yottzumm at gmail.com
Sun Nov 20 18:08:48 PST 2022
Don,
I believe this example shows the correct topmost DEFs/names for comparison.
https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/content/examples/HumanoidAnimation/Specifications/KoreanCharacterMotionAnnexC01Jin.x3d
Top joint is root and top segment is sacrum. I am unsure what
hanimhumanoid DEf/name should be.
It would probably be best to validate a known x3d HAnimHumanoid (above, but
raw)
I will attempt that in followup.
John
On Sun, Nov 20, 2022 at 4:15 PM Brutzman, Donald (Don) (CIV) <
brutzman at nps.edu> wrote:
> Here is two views of the top from X3D-Edit.
>
>
>
>
>
> and
>
>
>
>
>
> Your video showing isolation efforts was a major step forward in
> troubleshooting. I think the names for the top-two nodes may have been
> swapped… or something like that. 42 other interpolators all look good when
> we comment out the timing events getting ROUTEd to the
> OrientationInterpolator DEF='Interpolator1_humanoid_root'.
>
> <!--
>
> <ROUTE fromField='fraction_changed' fromNode='RealTimer'
> toField='set_fraction' toNode='Interpolator1_humanoid_root'/>
>
> <ROUTE fromField='value_changed' fromNode='FrameStepper'
> toField='set_fraction' toNode='Interpolator1_humanoid_root'/>
>
> -->
>
>
>
> Occupational hazard: be careful to “not make sense” of what any of the
> DEF/name words might mean – they are labels chosen somewhat arbitrarily by
> original capture team. Also ignore LOA completely. Instead we are trying
> to get the correct, consistent mapping of the labels in the BVH file to the
> X3D HAnim node structures.
>
>
>
> Helpful:
>
> -
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/PirouetteIndex.html
>
>
>
> includes links all current assets, including
>
>
>
> -
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/Pirouette.bvh
>
> =========
>
> HIERARCHY
>
> ROOT hip
>
> {
>
> OFFSET 0 0 0
>
> CHANNELS 6 Xposition Yposition Zposition Zrotation Yrotation Xrotation
>
> JOINT abdomen
>
> {
>
> OFFSET 0 20.6881 -0.73152
>
> CHANNELS 3 Zrotation Xrotation Yrotation
>
> JOINT chest
>
>
>
> Etc.
>
> =========
>
>
>
> and here is the autogenerated HTML documentation showing what was produced
> in the X3D:
>
>
>
> -
> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/MotionAnimation/Pirouette.html#ROOT_hipHAnimHumanoidReport
>
>
>
>
> =======================================================================================================
>
> HAnimHumanoid skeleton holds X3D4 HAnim2 triplets, HAnimJoint (43) :
> HAnimSegment (43) : HAnimSite (15)
>
>
> =======================================================================================================
>
> HAnimHumanoid DEF='BvhPirouette_ROOT_hip name='ROOT_hip' loa='-1'
>
> humanoid_root : sacrum
>
> abdomen : humanoid_root_to_abdomen
>
> | vl5 : l5
>
> | neck : vl5_to_neck
>
> | | skullbase : skull
>
> | | leftEye : skullbase_to_leftEye
>
> | | rightEye : skullbase_to_rightEye
>
> | rCollar : vl5_to_rCollar
>
> | | rShldr : rCollar_to_rShldr
>
> | | rForeArm : rShldr_to_rForeArm
>
> | | rHand : rForeArm_to_rHand
>
> | | rThumb1 : rHand_to_rThumb1
>
> | | | rThumb2 : rThumb1_to_rThumb2
>
> | | rIndex1 : rHand_to_rIndex1
>
> | | | rIndex2 : rIndex1_to_rIndex2
>
> | | rMid1 : rHand_to_rMid1
>
> | | | rMid2 : rMid1_to_rMid2
>
> | | rRing1 : rHand_to_rRing1
>
> | | | rRing2 : rRing1_to_rRing2
>
> | | rPinky1 : rHand_to_rPinky1
>
> | | rPinky2 : rPinky1_to_rPinky2
>
> | lCollar : vl5_to_lCollar
>
> | lShldr : lCollar_to_lShldr
>
> | lForeArm : lShldr_to_lForeArm
>
> | lHand : lForeArm_to_lHand
>
> | lThumb1 : lHand_to_lThumb1
>
> | | lThumb2 : lThumb1_to_lThumb2
>
> | lIndex1 : lHand_to_lIndex1
>
> | | lIndex2 : lIndex1_to_lIndex2
>
> | lMid1 : lHand_to_lMid1
>
> | | lMid2 : lMid1_to_lMid2
>
> | lRing1 : lHand_to_lRing1
>
> | | lRing2 : lRing1_to_lRing2
>
> | lPinky1 : lHand_to_lPinky1
>
> | lPinky2 : lPinky1_to_lPinky2
>
> rButtock : humanoid_root_to_rButtock
>
> | rThigh : rButtock_to_rThigh
>
> | rShin : rThigh_to_rShin
>
> | rFoot : rShin_to_rFoot
>
> lButtock : humanoid_root_to_lButtock
>
> lThigh : lButtock_to_lThigh
>
> lShin : lThigh_to_lShin
>
> lFoot : lShin_to_lFoot
>
>
> =======================================================================================================
>
>
>
> Onward we go, step by step (ha ha). Will troubleshoot further. Thanks
> for your time and efforts Joe, really crucial, we are getting closer to the
> (literal) root of the matter…
>
>
>
> 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
>
>
>
> *From:* Brutzman, Donald (Don) (CIV)
> *Sent:* Sunday, November 20, 2022 1:51 PM
> *To:* Joseph D Williams <joedwil at earthlink.net>
> *Cc:* brutzman at nps.edu
> *Subject:* pirouette skeleton
>
>
>
>
>
>
>
> 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
>
>
> _______________________________________________
> x3d-public mailing list
> x3d-public at web3d.org
> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>
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