Post

HAnimSite

HAnimSite

Overview

An HAnimSite node serves three purposes: (a) define an “end effector” location which can be used by an inverse kinematics system, (b) define an attachment point for accessories such as jewelry and clothing, and (c) define a location for a Viewpoint virtual camera in the reference frame of an HAnimSegment (such as a view “through the eyes” of the humanoid for use in multi-user worlds).

The HAnimSite node belongs to the HAnim component and requires at least level 1, its default container field is children. It is available from X3D version 3.0 or higher.

Hierarchy

1
2
3
4
+ X3DNode
  + X3DChildNode
    + X3DGroupingNode
      + HAnimSite

Fields

SFNode [in, out] metadata NULL [X3DMetadataObject]

Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.

Hint

SFString [in, out] description “”

Author-provided prose that describes intended purpose of this node.

Hint

  • Many XML tools substitute XML character references for special characters automatically if needed within an attribute value (such as & for & ampersand character, or " for “ quotation-mark character).

SFString [in, out] name “”

Unique name attribute must be defined so that HAnimSite node can be identified at run time for animation purposes.

Hints

  • HAnimSite names are typically based on feature point names, though other author-defined names are also allowed.
  • Https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/FeaturePoints.html
  • HAnimSite nodes used as end effectors have ‘_tip’ suffix appended to the name.
  • HAnimSite nodes containing a Viewpoint location have ‘_view’ suffix appended to the name.
  • HAnimSite nodes serving other purposes have ‘_pt’ suffix appended to the name.
  • Additional example name bases (such as cervicale l_infraorbitale supramenton etc.) are listed in HAnim Specification.
  • HAnim Specification part 1, LOA-3 default Site object translations
  • Well-defined names can simplify design and debugging through improved author understanding.
  • X3D Scene Authoring Hints, Naming Conventions
  • HAnim2 Names HAnim1 Alias Tables
  • Candidate names found in the HAnim Specification are skull_vertex, glabella, sellion, l_infraorbitale, l_tragion, l_gonion, r_infraorbitale, r_tragion, r_gonion, supramenton, cervicale, adams_apple, suprasternale, substernale, l_clavicle, l_acromion, l_axilla_proximal, l_axilla_distal, l_axilla_posterior_folds, r_clavicle, r_acromion, r_axilla_proximal, r_axilla_distal, r_axilla_posterior_folds, spine_1_middle_back, spine_2_lower_back, waist_preferred_anterior, waist_preferred_posterior, l_rib10, l_thelion, r_rib10, r_thelion, l_asis, l_iliocristale, l_psis, r_asis, r_iliocristale, r_psis, crotch, l_femoral_lateral_epicondyle, l_femoral_medial_epicondyle, l_suprapatella, l_trochanterion, r_femoral_lateral_epicondyle, r_femoral_medial_epicondyle, r_suprapatella, r_trochanterion, l_tibiale, l_medial_malleolus, l_lateral_malleolus, l_sphyrion, r_tibiale, r_medial_malleolus, r_lateral_malleolus, r_sphyrion, l_metatarsal_phalanx_1, l_metatarsal_phalanx_5, l_dactylion, l_calcaneus_posterior, r_metatarsal_phalanx_1, r_metatarsal_phalanx_5, r_dactylion, r_calcaneus_posterior, l_humeral_lateral_epicondyle, l_humeral_medial_epicondyle, l_olecranon, r_humeral_lateral_epicondyle, r_humeral_medial_epicondyle, r_olecranon, l_radiale, l_ulnar_styloid, l_radial_styloid, r_radiale, r_ulnar_styloid, r_radial_styloid, l_metacarpal_phalanx_2, l_metacarpal_phalanx_3, l_metacarpal_phalanx_5, r_metacarpal_phalanx_2, r_metacarpal_phalanx_3, r_metacarpal_phalanx_5, nuchale, l_neck_base, r_neck_base, navel, l_ectocanthus, r_ectocanthus, menton, mesosternale, opisthocranion, l_knee_crease, r_knee_crease, rear_center_midsagittal_plane, buttocks_standing_wall_contact_point, l_chest_midsagittal_plane, r_chest_midsagittal_plane, l_bideltoid, r_bideltoid, l_carpal_distal_phalanx_1, l_carpal_distal_phalanx_2, l_carpal_distal_phalanx_3, l_carpal_distal_phalanx_4, l_carpal_distal_phalanx_5, r_carpal_distal_phalanx_1, r_carpal_distal_phalanx_2, r_carpal_distal_phalanx_3, r_carpal_distal_phalanx_4, r_carpal_distal_phalanx_5, l_tarsal_distal_phalanx_1, l_tarsal_distal_phalanx_2, l_tarsal_distal_phalanx_3, l_tarsal_distal_phalanx_4, l_tarsal_distal_phalanx_5, r_tarsal_distal_phalanx_1, r_tarsal_distal_phalanx_2, r_tarsal_distal_phalanx_3, r_tarsal_distal_phalanx_4, r_tarsal_distal_phalanx_5

Warnings

  • name prefix must match ancestor HAnimHumanoid name followed by underscore character, if more than one humanoid appears within a scene file. For example, ‘Nancy_’ prepended before location name.
  • name field is not included if this instance is a USE node, in order to avoid potential mismatches.
  • HAnimSite name must end in ‘_tip’ or ‘_view’ or ‘_pt’ suffix.

SFVec3f [in, out] translation 0 0 0 (-∞,∞)

Position of children relative to local coordinate system.

Hints

  • Since default pose faces along +Z axis, -x values are right side and +x values are left side within HAnimHumanoid.
  • Center field indicates default origin relative to overall humanoid body and is rarely modified. For HAnimSite animation, ROUTE position-change events to translation field instead.

SFRotation [in, out] rotation 0 0 1 0 (-∞,∞) or [-1,1]

Orientation of children relative to local coordinate system.

SFVec3f [in, out] scale 1 1 1 (0,∞)

Non-uniform x-y-z scale of child coordinate system, adjusted by center and scaleOrientation.

SFRotation [in, out] scaleOrientation 0 0 1 0 (-∞,∞) or [-1,1]

Preliminary rotation of coordinate system before scaling (to allow scaling around arbitrary orientations).

SFVec3f [in, out] center 0 0 0 (-∞,∞)

Default location of this HAnimSite, i.e. offset of center from origin of local coordinate system.

Hint

  • center field indicates default origin relative to overall humanoid body and is rarely modified. For HAnimSite animation, ROUTE position-change events to translation field instead.

SFBool [in, out] visible TRUE

Whether or not renderable content within this node is visually displayed.

Hints

  • The visible field has no effect on animation behaviors, event passing or other non-visual characteristics.
  • Content must be visible to be collidable and to be pickable.

SFBool [in, out] bboxDisplay FALSE

Whether to display bounding box for associated geometry, aligned with world coordinates.

Hint

  • The bounding box is displayed regardless of whether contained content is visible.

SFVec3f [ ] bboxSize -1 -1 -1 [0,∞) or −1 −1 −1

Bounding box size is usually omitted, and can easily be calculated automatically by an X3D player at scene-loading time with minimal computational cost. Bounding box size can also be defined as an optional authoring hint that suggests an optimization or constraint.

Hints

SFVec3f [ ] bboxCenter 0 0 0 (-∞,∞)

Bounding box center accompanies bboxSize and provides an optional hint for bounding box position offset from origin of local coordinate system.

Hints

MFNode [in] addChildren

Input field addChildren.

MFNode [in] removeChildren

Input field removeChildren.

MFNode [in, out] children [ ] [X3DChildNode]

Grouping nodes contain an ordered list of children nodes.

Hints

  • Each grouping node defines a coordinate space for its children, relative to the coordinate space of its parent node. Thus transformations accumulate down the scene graph hierarchy.
  • InputOnly MFNode addChildren field can append new X3DChildNode nodes via a ROUTE connection, duplicate input nodes (i.e. matching DEF, USE values) are ignored.
  • InputOnly MFNode removeChildren field can remove nodes from the children list, unrecognized input nodes (i.e. nonmatching DEF, USE values) are ignored.
  • X3D Architecture 10.2.1 Grouping and children node types

Advice

Hints

Warnings

  • Ensure that visible HAnimSite locations are not inadvertently obscured by skin animation.
  • Requires X3D profile='Full' or else include <component name='HAnim' level='1'/>
  • For X3D3 HAnim1, previous spelling of component name was ‘H-Anim’ (including hyphen).
  • The number of contained <HAnimSite USE=’*’ containerField='sites, skeleton or viewpoints’/> nodes at top level of HAnimHumanoid needs to match the number of corresponding HAnimSite node instances found within the preceding skeleton hierarchy.

See Also

This post is licensed under CC BY 4.0 by the author.