HANIM
1.0 Compliant VRML97 Humanoid Models
Created by: Matt
Beitler

See Matt's NOTES about these
models for advice, compatiblity information and problems... SOME VERSIONS OF COSMOPLAYER HAVE PROBLEMS WITH SOME OF THESE MODELS,
so if your VRML viewer locks up, look at the NOTES.
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How to make your own Egghead Model:
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NOTES:
- I welcome comments/questions/advise (beitler@graphics.cis.upenn.edu)...
- The main problem which people have encountered when viewing these models
in CosmoPlayer I detailed in an email to the HANIM Working Group:
http://www.ywd.com/cindy/h-anim/archive/0645.html...
Problem is that there is an exponential growth of the running time, in
relation to the depth of nested PROTOs in the scene graph... I have made
CosmoSoftware aware of the problem... The table got screwed up in that
archive (its not a fixed width font), so here is the comparison of the
loading times and scene graph depth:
Scene Graph Depth Loading Time of Nested PROTOs until viewable
----------------- --------------
11 3.68 sec
12 4.64 sec
13 6.67 sec
14 9.73 sec
15 16.22 sec
16 28.93 sec
17 55.11 sec
18 107.11 sec (1 min 47.11 sec)
19 212.38 sec (3 min 32.38 sec)
20 422.57 sec (7 min 2.57 sec)
21 846.11 sec (14 min 6.11 sec)
The *_002.wrl models are completely HANIM compliant, and include
Level Of Detail nodes for the body Segments... Experiment with the Image
Quality and the View Detail settings of your VRML Browser to
determine the level which is best for your computer... Also, when viewing
the *_002.wrl models in the best "Image Quality", the
'Far View' is the viewpoint at which the LOD nodes force the model
to become low quaility...
All of the *_001.wrl models are completely HANIM compliant,
but if you are using 95/NT CosmoPlayer (or an old version
of the IRIX CosmoPlayer, get the latest
version) they will either crash it or will be extremely slow
when doing animations (they will always crash the 95/NT version
of CosmoPlayer)... This is because of a bug
in CosmoPlayer (problem with nested PROTOtypes)...
The *_000.wrl and *_002cp*.wrl models aren't HANIM
1.0 compliant (because they use Transform and Shape nodes instead of Joint
and Segment nodes, respectively), but they will work in 95/NT CosmoPlayer...
Once SGI fixes the PROTO bug with CosmoPlayer, I will destroy
the *_000.wrl and *_002cp*.wrl models with extreme prejudice...
The *a.wrl models include a special script which allows certain
joints to be "touched" and manipulated using the mouse... I just
did this because I was thinking about it....
The *b.wrl models include interpolator nodes which were created
for Nancy... Nancy was
created by Cindy of 3Name3d
and it was incredibly easy to apply the interpolators to my models (1 cut
operation, 1 paste operation!:~)... No renaming of ROUTEs!!!
Check individual wrl file for copyright information
I have made multiple formats of the models...
- If you want to look at the actual VRML text, download one of the
"whitespace" models (00*_ws.wrl)... They
are tab indented and are easy to read... The other files (the
files without the "_ws" in the name) have had all of the
redundant whitespace removed (to improve network transfer
time)... I mainly put the "whitespace" versions here to
make it easier for everyone to look at the actual VRML text.
- If you are trying to optimize transfer time, grab a .gz file...
- I made the non-gzipped version available, for those VRML engines
which can't uncompress, the non-gzipped versions will probably go away
soon...
-
Today (October 2nd) I viewed the Dilbert
VRML animation which Protozoa
put together... Very cool, I must of spent and hour watching 3 little animations
again and again (yes I am easily entertained)... So what I thought would
be cool was to make the Dilbert character compliant with our HANIM Spec...
I took a bit of doing, but the Dilbert above is the result of all of that...
The original Dilbert was constructed in pieces (mainly) which were interpolated/oriented
according to the Pohemus sensors that Protozoa uses with Alive... To make
Dilbert HANIM compliant, I needed to push those segments into
my HANIM scene graph and create the proper JOINT rotation centers...
-eMpTy
KNOWN PROBLEMS:
- CosmoPlayer for the PC hasn't implemented transparency for the
Material node, so you will see red spheres on the Bimos model with "touchable"
Joints (*a.wrl)... I expect they will fix this
in their next CosmoPlayer release (soon
they say)....
FIXED PROBLEMS:
- The problem was "Y.T. currently has Hiro's joint centers... Why???
Because I messed
up", but that is all fixed now...
-
Thanks to Matt
Lewis and Anthony Scott-Hodgetts for pointing out problems with these
models.
http://www.cis.upenn.edu/~beitler/hanim/models.html