Difference between revisions of "H-Anim Future Work and Outreach 2014"

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(X3D Schematron Validation)
(H-Anim Specification)
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** Nevertheless each bone can only be in one position/orientation at a time
 
** Nevertheless each bone can only be in one position/orientation at a time
 
** Thus a scene graph can show correct results, even if forces are complex
 
** Thus a scene graph can show correct results, even if forces are complex
 +
* We care most about the position/orientation of each bone
 +
** Typically we think of angle relationships between multiple bones
 +
** End result is what matters: position/orientation of each bone
 +
** Perhaps we should use the name "pseudo Joint" when this is a mismatch (such as carpal bones in wrist)
  
 
== Tools ==
 
== Tools ==

Revision as of 02:11, 21 January 2014

(Our meeting today is hosted by Myeong Won Lee and the Web3D Korea Chapter. Thank you - ham sa ham ni dah!)

Overview. Lots of activity continues to gradually proceed in H-Anim. These lists of suggested steps can help us stay organized and productive.

Animation

  • Static position/posture poses
  • Corresponding Displacer nodes
  • Composition of partial behaviors
    • Additive (e.g. waving + sitting down)
    • Superposition(e.g. waving + walking)
  • Behavior libraries
    • Inline and IMPORT/EXPORT conventions
    • LOA by LOA

Examples

Examples are always a powerful way to show whether the specification is working or needs improvement.

Additional Examples Needed

  • Anatomically correct human
  • Animals
  • Cartoon charchers (humanoid but not human)
  • Conversion of BVH examples
  • Skin (we will add Joe's examples, as they are tested)
  • Clothing

There are a lot of things we will build - humans are complex! An independent archive may be needed, separate from the X3D Basic Examples Archive.

Human Skeleton

Korean Characters

  • prepared by MWL and students, excellent cartoon characters
  • Joints/Segments and skin, H-Anim compliant, LOA?
  • TODO add to Basic archives, find/review prior list of requested fixes

H-Anim Specification

  • LOA 5 for all remaining animatable joints in human body? Discussion please
  • Names for additional Joints, Segments, Sites
  • Problem: how to we handle wrist joints as a directed acyclic graph (DAG) structure?
    • Physiology is different, apparently a mesh
    • Nevertheless each bone can only be in one position/orientation at a time
    • Thus a scene graph can show correct results, even if forces are complex
  • We care most about the position/orientation of each bone
    • Typically we think of angle relationships between multiple bones
    • End result is what matters: position/orientation of each bone
    • Perhaps we should use the name "pseudo Joint" when this is a mismatch (such as carpal bones in wrist)

Tools

BVH Converter

  • Algorithm needs to be documented, can we finish our blog entry?
  • MWL's C++ code, described in slides, final fixes needed
  • DPB to consider writing corresponding Java code

MWL H-ANIM Editor

  • What is the name of this tool please?
  • Can we announce availability?
  • Excellent and novel capabilities - TODO list
  • Can produce sophisticated animations

X3D Decorator

  • New, under development
  • XSLT stylesheet can follow "decorator pattern" to modify scene graphs
    • Converts .x3d to a modified .x3d
  • Current support for canonical form, omitting default values, url corrections, minor fixups
  • TODO add support for H-Anim
    • remove geometry from Joints/Segments/Sites
    • Add/replace geometry to Joints/Segments/Sites

X3D Schematron Validation

  • X3D Schematron includes numerous validation rules
    • TODO list them?
  • Are asymmetry warnings helpful?
  • Still need rules for skin
  • Lists of additional joint, segment, site names


Other stuff

  • List of all non-animating joints in the body?