[x3d-public] What is a HAnimHumanoid?

Michalis Kamburelis michalis.kambi at gmail.com
Wed Jun 18 08:47:47 PDT 2025


You will then like what we have developed in Castle Game Engine last week:)

Skinned animation, which can use GPU (shaders) for computation (though has
also CPU fallback), and joints can be just Transform (but also still
HAnimJoint), and closely aligned with glTF (multiple shapes with unrelated
coords can be affected).

I'm finalizing this week the implementation (need to I improve it to cast
shadow volumes) and docs and news, stay tuned for next news on
https://castle-engine.io/wp/ . Sorry for building anticipation, I will
announce it ~next week when all is ready:)

Regards,
Michalis

śr., 18 cze 2025, 16:47 użytkownik Holger Seelig via x3d-public <
x3d-public at web3d.org> napisał:

> As it turns out more things than a human body can be a HAnimHumanoid:
>
> A almost real humanoid (you still may know):
>
>
> https://create3000.github.io/x_ite/playground/?url=https://create3000.github.io/media/examples/HAnim/HAnimHumanoid/HAnimHumanoid.x3d
>
> Not a humanoid, no it’s an animal, but still very humanoid (head, body,
> legs):
>
>
> https://create3000.github.io/x_ite/laboratory/gltf-sample-viewer/?url=https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/Fox/glTF/Fox.gltf
>
> Now, things get more and more weird…
>
> It's not a humanoid; it's an alien, as humans imagine them.
>
>
> https://create3000.github.io/x_ite/laboratory/gltf-sample-viewer/?url=https://create3000.github.io/media/glTF/Walking%20Alien/Walking%20Alien.gltf
>
> Still a life form, but it's a plant:
>
>
> https://create3000.github.io/x_ite/laboratory/gltf-sample-viewer/?url=https://create3000.github.io/x_ite/assets/teaser/pluto/palm_tree_-_animated.glb
>
> Not even alive, no, it's a engine:
>
>
> https://create3000.github.io/x_ite/laboratory/gltf-sample-viewer/?url=https://create3000.github.io/media/glTF/Futuristic%20Bike/Futuristic%20Bike.gltf
>
> The main purpose of showing you this is to demonstrate that the
> HAnimHumanoid node can be used for many more objects than just a human
> body. The advantage is that all the complex animation processes can be
> handled by the GPU, while the CPU only performs minor translation and
> rotation interpolation. There is no need for a CoordinateInterpolator or a
> NormalInterpolator!
>
> All of this can be achieved using the current HAnim specification.
> However, I would like to demonstrate how it can be used for purposes beyond
> those initially considered.
> All these model (except first) are glTF models converted to X3D and using
> HAnim nodes for glTF skinning objects, which can be easily translated into
> X3D.
>
> However, this calls into question the use of a strict set of
> HAnimJoint/Segment names and the HAnimHumanoid.loa field.
> Best regards,
> Holger
>
>> Holger Seelig
> holger.seelig at yahoo.de
>
>
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