[x3d-public] Human anatomy model conversion challenge: adapt basic X3D medical models to Humanoid Animation (HAnim) standard
John Carlson
yottzumm at gmail.com
Sun Oct 19 14:54:40 PDT 2025
I am interested in such an effort, but perhaps more a more detailed design
could be proposed on how many rigged creations we want. For example,
taking just the skin and the skeleton and computing skinCoordWeights and
skinCoordIndexes are currently beyond my skill level. But I might be able
to leverage existing models and copy over weights, somehow. I know
existing tools and practitioners can take a significant time to do this,
even with tools (12 hours)?
So my thought is to choose a lesser goal, and try to build a skeleton from
smaller pieces, such that HAnimJoints and HAnimSegments could replace
possible Transforms plus Inlines. But then the question becomes, how do we
split up the skin into segment geometries?
For reference, this is the only skin I found:
https://www.web3d.org/x3d/content/examples/Basic/Medical/BodySkinIndexedFaceSetNISTIndex.html
So perhaps there’s two goals: 1) breaking up a skin into segment geometries
and 2) devising some kind of automated rigging, if not using an existing
tool.
Beyond that, once you have a list of HAnim nodes, most of the adhoc naming
can mostly managed with AI/LLM, and I can provide examples of such for
Joints and animations.
Does 3 subprojects seem appropriate? I am most talented at the third.
John
On Sun, Oct 19, 2025 at 1:48 PM Don Brutzman via x3d-public <
x3d-public at web3d.org> wrote:
> We have a bunch of high-quality skin and bone models, originally produced
> by NIST and available in open-source X3D at
>
> - X3D Example Archives: Basic, Medical
> - The X3D MedicalInterchange profile is designed for Exchange of
> polygonal geometry, volumetric data and accompanying documentation between
> medical imaging systems. Potential implementation includes
> industry-specific applications that use X3D as an interchange format, but
> link to proprietary databases and hardware.
> - https://www.web3d.org/x3d/content/examples/Basic/Medical
>
> The structure of these models is pretty simple, but the naming and
> organization is all informal and ad hoc, reflecting the state of our
> emerging practices 12 years ago.
>
> An excellent opportunity beckons: add HAnim structures to make these
> compatible with much work that continues in the HAnim Working Group. This
> task is essentially the appropriate insertion of HAnimJoint, HAnimSegment
> and HAnimHumanoid nodes to organize the skeleton models.
>
> -
> https://www.web3d.org/x3d/content/examples/Basic/Medical/images/BonesAllSkeletonFrontView.png
> -
> https://www.web3d.org/x3d/content/examples/Basic/Medical/BodySkinIndexedFaceSetNIST.png
>
> Several tools exist to help with such an endeavor, no doubt several
> experts will want to help advise too. Improvements to diagnostics and best
> practices will probably emerge during such an effort.
>
> If anyone is interested in this excellent challenge, let's continue the
> discussion on x3d-public and work to collaboratively provide useful
> human-skeleton assets for the HAnim working group. Results, if correct and
> valid, will get added to the HAnim model archives and (no doubt) see a lot
> of future usage.
>
> - HumanoidAnimation (HAnim) X3D Examples Archive
> - The HumanoidAnimation (HAnim) X3D Examples Archive includes a
> growing number of humanoid models using joints, segments, skin, and
> animation behaviors.
> - https://www.web3d.org/x3d/content/examples/HumanoidAnimation
>
> Thanks for considering the possibilities. Have fun with X3D and
> HAnim! 🧍🩻
>
> all the best, Don
> --
> X3D Graphics, Maritime Robotics, Distributed Simulation
> Relative Motion Consulting https://RelativeMotion.info
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