<div><div dir="auto">Thanks for your time.</div><div><br><div class="gmail_quote"></div></div></div><div><div dir="ltr" class="gmail_attr">On Fri, Dec 20, 2024 at 3:01 PM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">I'm sorry, I just personally don't have more resources (time) to help<br>
in this thread. I'm afraid I don't have time to investigate particular<br>
input / output you use. I was just trying to advise and clear up some<br>
(seemingly) confused statements about Blender. It is getting harder<br>
and harder to address everything as this thread goes on :)</blockquote><div dir="auto"><br></div><div dir="auto"><br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)" dir="auto"><br>
<br>
I would advise in general to just learn Blender and use it for a while<br>
as a regular 3D artist / animator does (or consult with a 3D artist<br>
what you do -- there's a huge Blender community/communities, someone<br>
may help you if you ask on Blender forums/stackoverflow). Blender is<br>
used in an enormous amount of professional 3D modeling and animating<br>
(it has much more usage, and for more time, than both X3D/H-Anim and<br>
glTF combined :) ), so I'm sure it's up to whatever task you need.<br>
Learning Blender is a necessary first step to import/export things<br>
into Blender in a natural way. You don't need to become an artist, but<br>
you need to learn to achieve what you need by "clicking" to understand<br>
what the artists are doing.</blockquote><div dir="auto"><br></div></div><div><div dir="auto">I would rather do something besides Blender, at this point.</div></div><div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)" dir="auto"><br>
<br>
- And of course please don't fork Blender :), as this seems like an<br>
overkill for a task you want to do.<br>
<br>
- As I said, I don't know if Blender supports "center" for<br>
transformations or not. I did not need it, and I don't consider it<br>
that critical (glTF transformations also don't have it). If it does<br>
not, then you have a clear option how to work around it -> just add an<br>
intermediate joint that does a shift.</blockquote><div dir="auto"><br></div></div><div><div dir="auto">Center is plainly in the EditBone and PoseBone python API. Center is readonly. It’s not a joint center, it’s halfway between head and tail. Per the documentation.</div></div><div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)" dir="auto"><br>
<br>
- As for attaching objects as children of bones (when you don't want<br>
to use skinned animation for some objects, just a rigid object that<br>
follows transformation of some joint), please search the documentation<br>
and/or watch videos how to do this. You basically need to press Ctrl+P<br>
once proper bone and object are selected in proper mode. This is<br>
surely possible, I used it a lot.</blockquote><div dir="auto"><br></div></div><div><div dir="auto">I’ve done multiple searches, watched videos, spent months trying alternatives. Feel free to send a python log. I don’t require it though. I’m waiting for a Dell representative.</div></div><div><div><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)" dir="auto"><br>
<br>
- I don't understand when John says he cannot find "joints" in Blender</blockquote><div dir="auto"><br></div><div dir="auto">Because I don’t think joints have a head and a tail. Bones do. If joints have a head and a tail.</div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)" dir="auto"><br>
(they are just called bones), or why weights seem weird (each bone has<br>
weights, expressed as a vertex group; "vertex group" is a general<br>
concept in Blender to assign "named weights", using them for bones is<br>
just one application). Just use "Weight Painting" to explicitly<br>
see/modify these weights. Follow the documentation about bones and<br>
weight painting (<br>
<a href="https://docs.blender.org/manual/en/latest/animation/index.html" rel="noreferrer" target="_blank">https://docs.blender.org/manual/en/latest/animation/index.html</a> ) or a<br>
number of YouTube videos. If you found a problem in Blender<br>
documentation, please submit it as a Blender bug and/or ask in Blender<br>
community.</blockquote><div dir="auto"><br></div><div dir="auto">There’s no problem with Blender or X3D alone. I’m guessing putting them together has been tried before. I’m just the dummy that tried it again.</div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)" dir="auto"><br>
<br>
Regards,<br>
Michalis<br>
<br>
<br>
pt., 20 gru 2024 o 21:16 John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> napisał(a):<br>
><br>
> Here's the export as .glb. Comments are welcome!<br>
><br>
> John<br>
><br>
> On Fri, Dec 20, 2024 at 12:06 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>> wrote:<br>
>><br>
>> Please look at John's export of joekick from blender. The skin binding works fine except that it also includes all other geometry in the file as skin so it doesn't work quite right.<br>
>> The problem in the exported file is that the 'standard' blender transform node does not know about "center" and so it has to be added by a silly USEage in blender to work.<br>
>> Just fix blender (1) so it knows about center in a 'standard' Transform, and (2) how it seems to include all geometry in the file, even children of joints, as included in"skin" field and most all will be fixed.<br>
>><br>
>> The idea of a bone center is not useful unless it is a joint. If a center field is mentioned anywhere in blender it is in relation to a begin bone end as some sort of crutch for having left center out of standard Transform. Recall the days in 1998 when some tool makers were saying nah, we don't need center in our transform object, translation, rotation, and scale is plenty to expose except as special usage.<br>
>> Thanks,<br>
>> Joe<br>
>><br>
>> .<br>
>> -----Original Message-----<br>
>> From: Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>><br>
>> Sent: Dec 20, 2024 2:07 AM<br>
>> To: John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>><br>
>> Cc: X3D Ecosystem public discussion <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</a>>, Vincent Marchetti <<a href="mailto:vmarchetti@kshell.com" target="_blank">vmarchetti@kshell.com</a>>, Katy Schildmeyer KS APPAREL DESIGN <<a href="mailto:katy@ksappareldesign.com" target="_blank">katy@ksappareldesign.com</a>>, Carol McDonald <<a href="mailto:cemd2@comcast.net" target="_blank">cemd2@comcast.net</a>>, Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>><br>
>> Subject: Re: Geometry nodes in Blender.<br>
>><br>
>> > I think what you're saying is break a bone into 2 pieces, one with head plus center (now tail) and one with center (now head) plus tail. This seems like an excellent idea. I'm going to think on it a bit.<br>
>> > My question is, what do I name the 2 pieces? I'm guessing something that I can combine on export.<br>
>><br>
>> Indeed.<br>
>><br>
>> As for new bone names: "Leg1_center" (when you need to add new Blender<br>
>> bone when "Leg1" joint has non-zero center in X3D/H-Anim) would look<br>
>> reasonable for me (and code can figure out what happened and invert<br>
>> it, so you can have round-trip that later exports it back into one<br>
>> "Leg1" joint with non-zero center). But that's just a suggestion.<br>
>><br>
>> > This sounds like Zeno's paradox where I'm just trying to put weights where they don't go. The weights go on the joints. We only have weights for joints on import. ((well, I don't know all of X3D).<br>
>><br>
>> Weights describe how much each joint influences each vertex. This is<br>
>> equal in Blender, X3D/H-Anim, glTF.<br>
>><br>
>> I'm not sure if what you're saying is equivalent, but if yes -> OK :)<br>
>><br>
>> > Remember I'm doing this in python, not in the Blender GUI.<br>
>><br>
>> Sure, but it should be similar. That is, Blender's Python API exposes<br>
>> a superset of things that you can do from GUI and it uses the same<br>
>> terminology, mostly. And you can observe in Blender's console what<br>
>> your interactive operation "means" in Python, it's a valid way to<br>
>> learn Blender's Python API.<br>
>><br>
>> > It sounds like I should give up on ever trying to import site or segment geometry, and *try* to do Joints and skin.<br>
>><br>
>> I'm not sure what do you mean here :)<br>
>><br>
>> The H-Anim "skin" (one mesh, with joints and weights) should map to<br>
>> Blender, because it is exactly the same concept in Blender. (OK, not<br>
>> *exactly* the same, e.g. Blender, because of history, calls "bones"<br>
>> what X3D/H-Anim and glTF call "joints"; but it is close to equivalent,<br>
>> for 3D graphic artists these are the same things).<br>
>><br>
>> You don't need to "give up" on anything, from what I can see. Just<br>
>> import/export X3D/H-Anim skin to Blender's skin (Armature). This is<br>
>> what 3D artists would expect.<br>
>><br>
>> Other features (like attaching rigid objects to sites, without skin)<br>
>> are a separate thing. They can be imported/exported e.g. as bones'<br>
>> children. But these are separate things, I'd advise to focus on the<br>
>> hard case (skin) first :)<br>
>><br>
>> Regards,<br>
>> Michalis<br>
>><br>
>><br>
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