Design patterns for HAnimHumanoid presenting skin and apparel using HAnim2 standard in X3D4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. *Simple Skeleton*. skeleton field, simple skeleton structure, invisible or visualized by rendered ball-and-stick for joints, segments, sites. 2. *Simple Skeleton Mesh*. skeleton field, Shape geometry attached to segments, moving with skeleton but rendering is crude since no deformation occurs during animation if overlapping. 3. *Skin, Indexed Geometry only*. skin field, indexed Coordinate mesh with skinCoordIndex and weight connections at each of joint nodes for browser performance of smooth deformation when moving. 4. *Skin, Shape holding indexed geometry*. Allow skin field to hold Shape containing Appearance with Material or texture, similarly holding indexed mesh with skinCoordIndex connections at joints for smooth deformation when moving. (Specification revision pending, Mantis 1408). 5. *Group, Transform, Switch, or LOD*. Similarly allow skin field to hold Group or Transform-scaled collection of geometry, Switch, or LOD, then one or more Shape nodes holding the combined indexed mesh. Once again, HAnim specification requirements holding identical indexed mesh with skinCoord, skinCoordIndex connections for joints allows smooth deformation. Thus geometric mesh morphology is unchanged, only Color Appearance Material and Texture can vary among the different skin shapes. 6. *Synthesis*. Extra-large Coordinate mesh using duplicate points for inner-volume (flesh mesh) and outer-volume (apparel mesh) geometry. Likely possible with existing X3D4 specification but requires complex preprocessing of humanoid geometry. Applying cloth physics likely not practical or possible. 7. *Apparel*. Future mainstreaming: add apparel field to future specification versions (namely HAnim2.1 and X3D4.1), allowing separate definition of clothing that is independent of skin mesh. Likely want an MFNode array (rather than Group or Switch) to directly define multiple clothing layers. Likely need to consider special cases for cloth physics. 8. *Anatomy*. Similar to apparel field: multiple epithelial tissue layers for surfaces of human organs are common, often with similar construction about concentric center-line spine through deformable organ. This suggests that an adapted Extrusion node may be more relevant than meshes. Likely will also need to consider special cases for organ physics. Note that this is similar (possibly identical) rationale to preceding analysis of apparel. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Document online at * https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/DesignPatternsApparelVariations.txt Design-pattern template X3D model illustrating these patterns at * https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/DesignPatternsApparelMedicalSkinLayersIndex.html X3D4 Draft International Specification (DIS) refinements maintained at * Mantis 1410: HAnimHumanoid skin definitions need to assign textures via Shape, Group, Switch etc. * https://www.web3d.org/member-only/mantis/view.php?id=1410