Vizx3D Tutorial 3 part II:

Single Mesh H-animation

(back to part I)

 

Go to Material Tab, reset the transparency to 0.0

Click on the Humanoid in the Hierarchy Tree (HT, GUI pane) , then Select in the top menu "H-anim / Generate H-anim Animation ". It opens a window for option, for now just click OK, you can change the Time period or Trigger (Autostart) later. 5 seconds for 5 keys is about right.

In the HT, Select the "Animation" node, so that its Properties pane open below, and select the last Tab (A below). Click on the"Animation Editor" button, (B below). In the timeline, left click on the first of the Keyframe markers (below, E, at 2.5 seconds) It will become green. It means that at 2.5 seconds, the Avatar will assume the limb and body position you give it from wringing, twisting, plying its parts in the Animator window, by targetting which node you action on, either through drop down list C1 or Tree node item C2. Remember that when you rotate a joint , the whole sub-tree (shoulder-elbow-wrist-hand, D below) will move ! (I dont think any animation will involve part of a limb flying off the body, so translation and scale should not be useful here ! ;-)

 

Now, select one by one the parts that you want to animate and rotate them into position.

While you are doing this, it helps that you use the 6 predefined views (top, bottom, left, right, front, back) and you can rotate from each view a little by holding Control key and hiting the arrow keys.

It also helps to remember that holding control key and Rotating (Tab Rotate + click and drag in the window) constraints the rotation to stay INSIDE the plane of the screen. Holding Shift key and rotating constraints rotation around either a vertical or a horizontal axis OUT of the screen

Between keyframes, the movements are interpolated.The last keyframe (5th key, here, or 10 seconds) and the 0th keyframe (beginning) better be exactly the same, if you do a Looping motion, and dont want to have a jerky transition.

So, for a walk, in general, I do the sequence below : first keyframes 1 and 3 (Figures on the left) ; then I define a standing position for keyframe 2 (Figures below), and copy and paste it to keyframes 0 and 4 . See the highlighted buttons for Copy / Paste between keyframes.

OK . Last thing, walking 2 steps for 10 seconds is surely too slow, so now you go to the Period window on the Animation tab (GUI Properties pane) and change that to 2 or 3 sec , check Loop, and Auto start.

Hit the Animation Editor button to get out of animation mode, then either Preview in Vizx3D browser, or Launch your favorite VRML97 browser or Flux browser with the buttons on the toolbar.

Sit back and watch! Congratulations, you just did a h-animation !Of course, it's just as crude as animation goes, but you can later refine by adding head motion, a gait by rotating the body along zOz' ( weight shifting between the 2 feet) , torso bobbing (rotation of VL5 node around xOx' ), midtarsal nodes leveling at each step etc...
Cheers :)

As a word of caution, save your animation editing often (I save after modelling every keyframe). If you ever should edit the IFS after starting a h-anim, Vizx3D still keeps track of all the previous keyframe definition, BUT, be sure you redefine the SOI' ellipsoids to include new or displaced vertices or any change in the IFS and REBIND them again !

Those who want the final resulting file can get a textured download here !

PS: all feedback on this tutorial should be sent to dphamhi@yahoo.com, not to Vizx3D .