Vizx3D Tutorial 3 :

Single Mesh H-animation

part I

Try downsizing fonts in your browser if you cannot read all lines.With the last tutorials you created a single mesh avatar (SMA for short) . Those who did not can take a short cut by downloading it here :

Please fire up Vizx3D and load the avatar file. Let's take the front view.

Next thing to do is to hit H-anim/Create H-anim Avatar and choose LOA 1 (first item) in the pop up menu. I usually Uncheck the boxes below, so as to Not include Segments and Sites nodes.

Let the Humanoid stand at (0,0,0). Put the SMA beside it, scale it down so its size corresponds.

Use Rotation and pick successively the shoulders, elbow and wrist (left and right) in the VL5 joints , then the hip, knee and ankle joints in the Sacroiliac joint (left and right) , to position the "skeleton" to the same spread-out position as your SMA.

For this, you need to see the blue 3D-diamonds which represent the joints. You can either drag your SMA out of the way (to put it back in place, just hit "Zero All" in the Translation tab of the Properties of your SMA), or you can change the Material (Red default color) to Transparent, by putting value 0.5 in the transparency field of tab "Edit Material"

Go to the GUI panel, in the Hierarchy Tree, drag and drop your avatar mesh INTO your humanoid : that is, click and drag the IFS and put it over the Humanoid line.It should fall to the bottom place, that is, on the same level as the HumanoidRoot .

Then, hit the "Enable Enveloppe Editor" on the toolbar. (see below)

Use non-uniform scale, and alternately Front, Above, left-right views to adjust each of the Spheres of Influence (or SOI, the red transparent ellipsoids) to cover COMPLETELY the body parts.

Dont hesitate to translate, rotate, scale these spheres. It's not much a problem if they overlap, it's much of a problem if they leave out vertices !! An uncovered vertex will stay in place when the animated limb moves, creating a "chewing-gum effect" !!

Keith Victor's algorithm takes care of overlaps.

Be sure to click on the spheres in the Object hierarch tree (OHT) in the GUI Panel...NOT on the joints.

Note : the SOI's only appear if you have enabled the Enveloppe editor. (Yellow circle at right)

You should get this in the end

All is well...

then, Hit the "Bind Skin to joints" button, right next to the Enable Enveloppe Editor. Vizx3D will ask you to fill some info, now is the time to prefix it with a differentiating name, like "John" or "Mr Phillip" ;-)

NEXT PAGE