<div><div><div><br></div><div><br><div class="gmail_quote"></div></div></div><div><div dir="ltr" class="gmail_attr">On Tue, Jan 21, 2025 at 2:21 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</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)"><div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)"><p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">> <span style="font-family:"Times New Roman";font-size:medium;white-space:normal;float:none;display:inline;color:rgb(0,0,0)">how to attach PivotConstraints to objects </span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"> </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">It is (must be) part of the blender object that works</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">like Transform, having translation rotation and center</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">and now, we know a little about the about the pivot.</p></div></blockquote><div dir="auto"><br></div></div></div><div><div><div dir="auto">Yes, all Blender objects (in the specific sense, not bones) have a set of transform fields, either a matrix or matrices (for world and local transform multiplication), and/or rotation (many forms), scale, and location (translation) like X3D. That’s why you see so many Transforms on output, because X3D separates objects (mesh, light, camera, text) from transform information. I might be able to skip the Transforms for certain types of objects, but what if the blender fields are non-default? It seems safe to emit a basic Transform or Group in the default case, if it’s not animated. But first, let’s try to get animations right.</div></div></div><div><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)"><div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)"><p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif" dir="auto"></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Is it some number between 1 and 0 then blender</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">picks how the bone <span style="font-size:12pt;font-family:arial,sans-serif">geometry is actually positioned </span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif">and the actual </span>xyz value for x3d center? </p></div></blockquote><div dir="auto"><br></div></div></div><div><div><div dir="auto">The number between 0 and 1 is the normalized position on the bone between head and tail. Think of head as a 0 and tail as 1. This is convenient because it doesn’t set the vector of the bone, which AFAIK is tail minus head. So head_tail is the percentage along the bone’s length that it rotates around when head_tail > 0, otherwise, it rotates around the head. The head is the same as the joint center.</div></div></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)"><div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)"><p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif" dir="auto"></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"> </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">I got distracted before by the blender 'center' detail </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">which turned out to be a bending point for a bone,</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">with a similar constraint to set the the actual bending</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">offset bone arc, I am guessing, of course. </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"> </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">> <span style="font-size:12pt;font-family:arial,sans-serif">I seem to have lost weight imports in the discussion </span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif"> </span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif">index and weights they are with each blender bone data.set. </span></p></div></blockquote><div dir="auto"><br></div></div></div><div><div><div dir="auto">Yes, we currently have a vertex group for each bone. My question remains whether the weight applies to the bone head in Blender, or the closest point on the bone from the vertex. You and Michalis have assured me it’s the bone head. <span style="font-family:-apple-system,helveticaneue;background-color:rgba(0,0,0,0);border-color:rgb(0,0,0);color:rgb(0,0,0)">It would seem to make sense to make the bone very short if it’s the latter and X3D joint’s weights are relative to the joint center.</span><br>The vertex indexes and weights are loaded into Blender by looking at X3D Joint fields.</div><div dir="auto"><br></div><div dir="auto">I have no experience with bendy bones, I’m not sure if they have relevance for X3D? Do they for glTF? Sound like a constraint?</div></div></div><div><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)"><div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)"><p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif" dir="auto"><span style="font-size:12pt;font-family:arial,sans-serif"></span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif">Use for x3d parent Joint.index andweights.</span></p></div></blockquote><div dir="auto"><br></div></div></div><div><div><div dir="auto">I will try to continue to duplicate Gramps TimeSensor and ROUTEs on import, instead of creating separate Blender actions. I think this may be a solution which on ROUTEs which should have no real effect on animation, hoping to eliminate possible stray ROUTEs not involved in animation, or put them in another action/TimeSensor.</div><div dir="auto"><br></div><div dir="auto">I also hope to work on specifying the right coordinate system for Vince and Michalis’ .blend samples.</div></div></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)"><div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)"><p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif" dir="auto"><span style="font-size:12pt;font-family:arial,sans-serif"></span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif"> </span> </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Anyway, Best Luck, </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Joe</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">. </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">. .</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"> </p>
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<p>-----Original Message-----<br>From: John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>><br>Sent: Jan 21, 2025 11:17 AM<br>To: Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>><br>Cc: Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>>, X3D Ecosystem public discussion <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</a>>, Katy Schildmeyer KS APPAREL DESIGN <<a href="mailto:katy@ksappareldesign.com" target="_blank">katy@ksappareldesign.com</a>>, Vincent Marchetti <<a href="mailto:vmarchetti@kshell.com" target="_blank">vmarchetti@kshell.com</a>>, Carol McDonald <<a href="mailto:cemd2@comcast.net" target="_blank">cemd2@comcast.net</a>>, GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>><br>Subject: Re: Does this AI program generally look correct?</p>
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<div dir="auto">Blender bones can use PivotConstraint’s head_tail which is a value from 0 to 1. So one chooses the bone head as a center of rotation by setting head_tail to 0. But the default is 0.</div>
<div dir="auto"> </div>
<div dir="auto">Nothing’s changed except for we can now have a pivot point (X3D center) for Blender Objects (X3D Transform + mesh for example). So we can now Import and Export X3D Transform centers once the issue is acted on (I’m working on TimeSensors/Actions). If you want to use Blender objects for joints, that is possible. Please answer how to attach skin weights to Blender objects. Another approach is to provide one import for joint+skin only, and another for joint+segment+site+geometry. I think we have a better chance at getting the former working, and that’s what artists use. That’s what I’m going to focus on. I realize that multiple geometry skins are important.</div>
<div dir="auto"> </div>
<div dir="auto">So yes, we can set X3D centers for non-bone objects in Blender using PivotConstraints, AFAIK. To set a joint center, one uses the bone head.</div>
<div dir="auto"> </div>
<div dir="auto">I haven’t figured out how to attach PivotConstraints to objects yet, and bones don’t need PivotConstraints, unless you want to pivot around the bone center.</div>
<div dir="auto"> </div>
<div dir="auto">The way you transfer a joint center to Blender is by setting the bone head (or head_local, I forget, look at how export gets it from the bone)</div>
<div dir="auto"> </div>
<div dir="auto">It would be interesting to know if a bone can rotate around some point which isn’t on the bone. That seems like it might be possible.</div>
<div dir="auto"> </div>
<div dir="auto"> </div>
<div dir="auto">AFAICR, bone rotation imports have been working great for a long time. Now we have an opportunity to set pivots for Site and Segment geometry, which I hope will help out those imports. We still have an issue with exporting HAnimSites and HAnimSegments, especially for non-X3D blender models.</div>
<div dir="auto"> </div>
<div dir="auto">Focusing on joint centers really got us nowhere with HAnim in blender. It’s easy to get bone rotations working. If people would understand that Blender bones have a head and a tail (a center, direction and length if you like) things would progress much faster. Bone head and tail can be in different locations in Blender, bones don’t have to meet at a joint, even when parented. head and tail are independent locations. Parenting a bone allowed it to be rotated with its parent.</div>
<div dir="auto"> </div>
<div dir="auto">Meanwhile, I seem to have lost weight imports in the discussion.</div>
<div dir="auto"> </div>
<div dir="auto">John</div>
<div><br>
<div class="gmail_quote">
<div class="gmail_attr" dir="ltr">On Tue, Jan 21, 2025 at 11:34 AM Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>> wrote:</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)">
<div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)">
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">> <span style="font-family:"Times New Roman";font-size:medium;white-space:normal;float:none;display:inline;color:rgb(0,0,0)"> I found PivotConstraint by looking at the API based on what Joe told me, not anything an AI told me, the AI was wrong. There was no PivotConstraint in export or import so we were on new ground.</span> </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"> </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">So, in order to import/export 'standard' x3d humanoid to/from blender ,</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">we need a blender transform matching an X3D Joint.</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">with translation 0 0 0, rotation 0 0 1 0 and</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">x3d Joint center equivalent to blender PivotConstraint</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">? </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Thanks, .</p>
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<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Joe</p>
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<p>-----Original Message-----<br>From: Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" rel="noopener" target="_blank">michalis.kambi@gmail.com</a>><br>Sent: Jan 20, 2025 10:32 PM<br>To: John Carlson <<a href="mailto:yottzumm@gmail.com" rel="noopener" target="_blank">yottzumm@gmail.com</a>><br>Cc: Joe D Williams <<a href="mailto:joedwil@earthlink.net" rel="noopener" target="_blank">joedwil@earthlink.net</a>>, X3D Ecosystem public discussion <<a href="mailto:x3d-ecosystem@web3d.org" rel="noopener" target="_blank">x3d-ecosystem@web3d.org</a>>, Katy Schildmeyer KS APPAREL DESIGN <<a href="mailto:katy@ksappareldesign.com" rel="noopener" target="_blank">katy@ksappareldesign.com</a>>, Vincent Marchetti <<a href="mailto:vmarchetti@kshell.com" rel="noopener" target="_blank">vmarchetti@kshell.com</a>>, Carol McDonald <<a href="mailto:cemd2@comcast.net" rel="noopener" target="_blank">cemd2@comcast.net</a>>, GPU Group <<a href="mailto:gpugroup@gmail.com" rel="noopener" target="_blank">gpugroup@gmail.com</a>><br>Subject: Re: Does this AI program generally look correct?</p>
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<div dir="ltr">
<div>John,</div>
<div> </div>
<div>My point was to suggest to you a better way, that will allow you to achieve what you want *easier*, not *harder*. </div>
<div> </div>
<div>Your comparisons indicate that you find my suggestions (read the docs, start with simple code snippets, use Blender as a regular user) harder, but I still argue that your approach in this thread ("ask AI for a larger solution and then wonder how/why the AI answer is wrong") is harder than what I suggest.</div>
<div> </div>
<div>You don't need to run the marathon, read academic documents or do other things perceived as "hard" that you mentioned.</div>
<div> </div>
<div>To recap / reformulate my 3 suggestions:</div>
<div> </div>
<div>- Trust Blender Python API docs (more than what AI tells you). You are reading things, you are obviously reading emails and you're reading the AI output, so I hope you will not have trouble reading the Blender Python API docs. You naturally don't need to read it "from beginning to end" like a book, just consult it as necessary. When you wonder about using X, look up what X does, follow links from X to other classes and related methods -- Blender Python API docs are heavily inter-linked for this reason.</div>
<div> </div>
<div>- Try simplest code snippets in Blender. You mentioned yourself you like code snippets, this aligns with my suggestion. Try to do simple things, 1 line, few lines, see if it does what you think, then build a bigger program from these blocks. This *will* achieve a better outcome than asking AI to come up with a bigger solution.</div>
<div> </div>
<div>- Do use Blender as a "regular user" and see in Blender's Python console what your (interactive) actions translate to in Python. It's really easy. You learn Python API this way. And you will then know what your users (which are Blender users in this case) actually do.</div>
<div> </div>
<div>Regards,</div>
<div>Michalis</div>
</div>
<br>
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<div class="gmail_attr" dir="ltr">pon., 20 sty 2025 o 22:11 John Carlson <<a href="mailto:yottzumm@gmail.com" rel="noopener" target="_blank">yottzumm@gmail.com</a>> napisał(a):</div>
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<div dir="auto">I’m not really sure what you’re saying Michalis. I’ve got working gramps export code, so it would seem the task is to do the opposite using similar API on import. I can stare at the API for ages. I found PivotConstraint by looking at the API based on what Joe told me, not anything an AI told me, the AI was wrong. There was no PivotConstraint in export or import so we were on new ground.</div>
<div dir="auto"> </div>
<div dir="auto">No, I can’t consume large amounts of documents on the web, I mostly rely on code snippets. If I could read academic documents, I could probably have gotten a PhD or Masters. Back when I could read better, my professors invited me to get a higher degree.</div>
<div dir="auto"> </div>
<div dir="auto">Please be considerate and realize there’s neurodiversity in what people can accomplish. Just because I can master the bash shell doesn’t mean I can use the Blender GUI or play a 3D game to my satisfaction. I do win world records regularly on Solitaire4us on Roku. I don’t expect people to learn vim. I recommend notepad or vs code. I did find this thing called vim3d which is very intriguing. I did try a “Blender” introductory game, but it was very short.</div>
<div dir="auto"> </div>
<div dir="auto">Do I expect you to run a marathon or be a concert violinist?</div>
<div dir="auto"> </div>
<div dir="auto">What I probably should do is grab the Blender source code so i can use bash tools to learn it. Weird why we didn’t figure that out a long time ago. That’s how I got as far as I did with CGE. I did look at Blender RNA a bit.</div>
<div dir="auto"> </div>
<div dir="auto">UTSL!</div>
<div dir="auto"> </div>
<div dir="auto">Ps:</div>
<div dir="auto"> </div>
<div dir="auto">I recently found “grep -L”, should be really useful! I’ve been wanting that for quite a while!</div>
<div dir="auto"> </div>
<div dir="auto">I have found AI useful for creating a prototype Python database filtering GUI, fun stuff and no coding needed except to load the database from X3D JSON. AI whipped out most of a naylib to Three.JS conversion as well, and the result looks better than my hand-coded stuff, probably due to API limitations.</div>
<div dir="auto"> </div>
<div dir="auto">Just because people are in 3D graphics work doesn’t mean they like to be immersed in virtual 3D. My particular bent is mathematical visualization. I’m not seeing my surfaces in Blender yet, I still want to my surfaces into Blender, but that may mean extending X3D or Blender. I hired someone to get my surfaces into Blender, and they failed, despite having all my working X3D source code and shaders.</div>
<div dir="auto"> </div>
<div dir="auto">John </div>
<div><br>
<div class="gmail_quote">
<div class="gmail_attr" dir="ltr">On Mon, Jan 20, 2025 at 3:51 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" rel="noopener" target="_blank">michalis.kambi@gmail.com</a>> wrote:</div>
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<div dir="auto">Please don't rely on AI like this. Analyzing why AI said this, not that, is often a waste of time, in my experience.</div>
<div> </div>
<div>AI is guessing. But you should not be guessing. You should:</div>
<div> </div>
<div>- Look at documentation, of everything related (Blender Python API in general). </div>
<div> </div>
<div>- Walk step by step, testing snippets of code, from smaller (1-line) to larger, making sure your code does what you want in each iteration.</div>
<div> </div>
<div>- Do the operations in Blender, looking in Blender's Python console what your interactive operations translate to in Python. This is a great way to learn Python API.</div>
<div> </div>
<div>To be clear, AI can be a big help with coding. I'm using it too. But not like this. You will just waste time trying to analyze why AI is guessing wrong ("hallucinating"), trying to find some "nuggets of truth" in what AI tells you. Instead, rely on documentation and do own research. </div>
<div> </div>
<div>Basically, use AI to help you with *your own* solution. But don't just "take a solution from AI" and don't waste time trying to analyze why AI said something wrong.</div>
<div> </div>
<div>Regards,</div>
<div>Michalis</div>
</div>
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<div class="gmail_attr" dir="ltr">pt., 17 sty 2025 o 18:45 John Carlson <<a href="mailto:yottzumm@gmail.com" rel="noopener" target="_blank">yottzumm@gmail.com</a>> napisał(a):</div>
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<div dir="auto">Looking at the screen capture some more, there’s tons of evidence that the file got loaded, then the X3D got imported, with no cleanup in-between.</div>
<div dir="auto"> </div>
<div dir="auto">Just confirming my intuition.</div>
<div dir="auto"> </div>
<div dir="auto">John</div>
<div><br>
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<div class="gmail_attr" dir="ltr">On Fri, Jan 17, 2025 at 11:13 AM John Carlson <<a href="mailto:yottzumm@gmail.com" rel="noopener" target="_blank">yottzumm@gmail.com</a>> wrote:</div>
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<div dir="ltr">It appears that import is messed up. There are 2 armatures with gramps, when there's only one humanoid in the file. Weird! Looking at gramps in castle, everything looks good except for lighting. I need to look at import code a bit more.
<div> </div>
<div><img src="cid:ii_1948a91a056ea654a7f1" alt="image.png" style="width:932px;max-width:100%"></div>
<div> </div>
<div>I am unsure I am able to import more than one armature. There are very strange errors happening, which I can't currently solve.</div>
</div>
<div dir="ltr">
<div> </div>
<div>John</div>
</div>
<br>
<div class="gmail_quote">
<div class="gmail_attr" dir="ltr">On Fri, Jan 17, 2025 at 9:44 AM John Carlson <<a href="mailto:yottzumm@gmail.com" rel="noopener" target="_blank">yottzumm@gmail.com</a>> wrote:</div>
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<div dir="auto">That’s what I’ve been doing with Joe Kick for nearly a year now. I will try to import gramps and re-export to see what’s up, now that I am more confident with export. There could be an issue with interpolators on import, converting to NLA Tracks.</div>
<div dir="auto"> </div>
<div dir="auto">Also, some of Vince and Michalis’ .blend models can use the same treatment.</div>
<div dir="auto"> </div>
<div dir="auto">I hear you Joe, but you’re just confirming that I am doing things correctly. We just need to compare first export with second export. I don’t quite know what a Switch will do on import currently, should be interesting.</div>
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<div dir="auto">I guess there might be some interpolators which are not connected to TimeSensors which could be getting included in the imported animation, but importing an export should clear that up.</div>
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<div dir="auto">Hmmm. I wish my brain worked better.</div>
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<div dir="auto">John</div>
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<div class="gmail_attr" dir="ltr">On Fri, Jan 17, 2025 at 3:34 AM Joe D Williams <<a href="mailto:joedwil@earthlink.net" rel="noopener" target="_blank">joedwil@earthlink.net</a>> wrote:</div>
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<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Why not show what this produces.</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Does not look complete but form for Joint node looks <span style="font-size:12pt;font-family:arial,sans-serif">correct </span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif">with center and </span>skinCoordIndex<span style="font-size:12pt;font-family:arial,sans-serif"> and </span>skinCoordWeights<span style="font-size:12pt;font-family:arial,sans-serif">. </span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif">Thanks,</span></p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif"><span style="font-size:12pt;font-family:arial,sans-serif">Joe </span></p>
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<p dir="auto">-----Original Message-----<br>From: John Carlson <<a href="mailto:yottzumm@gmail.com" rel="noopener" target="_blank">yottzumm@gmail.com</a>><br>Sent: Jan 16, 2025 10:42 PM<br>To: X3D Ecosystem public discussion <<a href="mailto:x3d-ecosystem@web3d.org" rel="noopener" target="_blank">x3d-ecosystem@web3d.org</a>>, Katy Schildmeyer KS APPAREL DESIGN <<a href="mailto:katy@ksappareldesign.com" rel="noopener" target="_blank">katy@ksappareldesign.com</a>>, Joe D Williams <<a href="mailto:joedwil@earthlink.net" rel="noopener" target="_blank">joedwil@earthlink.net</a>>, Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" rel="noopener" target="_blank">michalis.kambi@gmail.com</a>>, Vincent Marchetti <<a href="mailto:vmarchetti@kshell.com" rel="noopener" target="_blank">vmarchetti@kshell.com</a>>, Carol McDonald <<a href="mailto:cemd2@comcast.net" rel="noopener" target="_blank">cemd2@comcast.net</a>>, GPU Group <<a href="mailto:gpugroup@gmail.com" rel="noopener" target="_blank">gpugroup@gmail.com</a>><br>Subject: Does this AI program generally look correct?</p>
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<div dir="auto">If we can agree that this generally looks ok, I will try to implement this in the Blender importer: <a href="https://claude.site/artifacts/7c4c15f2-1bde-4da5-9503-f4f25b09016a" rel="noopener" target="_blank">https://claude.site/artifacts/7c4c15f2-1bde-4da5-9503-f4f25b09016a</a></div>
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<div dir="auto">I realize the bone.tail should probably be the child joint center.</div>
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<div dir="auto">I do not yet know what i am doing wrong, but my focus will be shifting to animation import after export is done to my satisfaction.</div>
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