skinned — place the actual geometry (shapes)
inside "HAnimHumanoid.skin
" field.
Then you refer (USE
) the skin coordinates in
"HAnimHumanoid.skinCoord
". And finally,
in each joint you modify skin coordinates by
"HAnimJoint.skinCoordIndex
", "HAnimJoint.skinCoordWeight
".
Remember that you also have to list (USE
) all
the joints inside flat list "HAnimHumanoid.joints
".
Actually, specification requires them in every case (not only
for skinned animation), but our engine for now uses them only
for joints that affect "skinCoordIndex
".
InstantReality
has a nice overview of how the X3D nodes should be set up,
see also the X3D and latest H-Anim
specifications of course.
One nice open-source modeller that can create such humanoids is
Seamless3D, our implementation
was tested on Lucy.
Make sure to export a version without JavaScript.
You can try the Castle Model Viewer
"Edit -> Add Humanoids Joints Visualization"
menu option to see the joints centers and their names.
TODO: skinNormal
is not supported yet.