<div dir="auto">Well, Wolfram is advertising a Mathematica to Blender “link” which seems to be copying and pasting Python currently.</div><div dir="auto"><br></div><div dir="auto"><br></div><div dir="auto"><div><a href="https://www.wolfram.com/broadcast/video.php?c=104&StartDocument:=&v=3293&disp=grid&ob=title&o=ASC&p=48">https://www.wolfram.com/broadcast/video.php?c=104&StartDocument:=&v=3293&disp=grid&ob=title&o=ASC&p=48</a></div><div dir="auto"><br></div><div dir="auto"><br></div>2 days old. I’ve tapped into the collective unconscious.</div><div dir="auto"><br></div><div dir="auto">It looks like there’s SPRI for combining Prolog, X3D and STEP. (Demo site looks dead)</div><div dir="auto"><br></div><div dir="auto"><br></div><div dir="auto">John <br><div class="gmail_quote gmail_quote_container" dir="auto"><div dir="ltr" class="gmail_attr">On Tue, Jan 21, 2025 at 1:54 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">AI is rapidly being able to use Blender to do 3D work. It is rapidly becoming obvious that I should study a Blender glossary, to enable me to use Blender effectively. Meanwhile, there are only hard paths before me.</div><div dir="auto"><br></div><div dir="auto">That’s my problem, I don’t *want* to use Blender until I can type in an equation and get back a surface. I believe I could design with geometry nodes which would suffice. Then I will learn sufficient materials to achieve the look I want. But then, I would like to export shaders from Blender. On top of that, I want to modify equations interactively.</div><div dir="auto"><br></div><div dir="auto">Blender+Mathematica+X3D would be awesome.</div><div dir="auto"><br></div><div dir="auto">I have been doing what people want. Because I don’t know what I want to do.</div><div dir="auto"><br></div><div dir="auto">JSONverse was the culmination of what I wanted to do as far as multiuser math education, except for realtime raytracing of surfaces, not triangles.</div><div dir="auto"><br></div><div dir="auto">I have wanted to easily teach people and computers how to play multiplayer card games (I love Milles Bornes) but I’ve not tried that with prompts yet. Writing games with prompts (on the level of the Extensible Graphical Game Generator by Jon Orwant) has been a goal. Another goal is recombinant games, having a computer discover games through recombination (ala Cameron Browne’s Ludemes and class grammars<div dir="auto"><a href="http://cambolbro.com" target="_blank">http://cambolbro.com</a>). AFAIK, LLMs can’t discover how to test recombinations of games for playability yet.</div><div dir="auto"><br></div><div dir="auto">So goals: Make multiplayer games easy to learn, play, discover, test and build.</div><div dir="auto"><br></div><div dir="auto">In other words, Unreal and Unity are like nightmares of complexity to me. What’s wrong with a simple set of natural language instructions, or if you need a thick manual, make a discoverable database of rules, not a bunch of heavy coding. If only we could mix X3D with Prolog.</div><div dir="auto"><br></div><div dir="auto">Perhaps you would like my paper from 1986?<div dir="auto"><a href="http://www.coderextreme.net/TurnTaking.html" target="_blank">http://www.coderextreme.net/TurnTaking.html</a> Orwant took this to the next level.</div><div dir="auto"><br></div><div dir="auto">Ideally, we could teach math as explorations instead of grueling ways it was taught in the 70s and 80s. I need to explore more online tools like Brilliant.</div><div dir="auto"><br></div><div dir="auto">As far as rules, I think about 3 dimensional specification languages, realizing most people want natural languages. I have aphantasia, so my internal imagination and visualization is near nil. How can we teach X3D4 with 3D?</div><div dir="auto"><br></div><div dir="auto">If I had a way to build diagrams from belief systems, that would be cool.</div><div dir="auto"><br></div><div dir="auto">So primarily, I’m into making complex things understandable through non-natural language means, possibly through demonstration or example.</div><div dir="auto"><br></div><div dir="auto">If you can see a kernel of a goal in this, great.</div><div dir="auto"><br></div><div dir="auto">My spirit also aches for deafblind people who want to communicate on the internet through protactile.</div><div dir="auto"><br></div><div dir="auto">John</div></div></div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Jan 21, 2025 at 12:32 AM 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)"><div dir="ltr"><div>John,</div><div><br></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><br></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. <br></div><div><br></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><br></div><div>To recap / reformulate my 3 suggestions:<br></div><div><br></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.<br></div><div><br></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><br></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><br></div><div>Regards,</div><div>Michalis<br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">pon., 20 sty 2025 o 22:11 John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> napisał(a):<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 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"><br></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"><br></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"><br></div><div dir="auto">Do I expect you to run a marathon or be a concert violinist?</div><div dir="auto"><br></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"><br></div><div dir="auto">UTSL!</div><div dir="auto"><br></div><div dir="auto">Ps:</div><div dir="auto"><br></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"><br></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"><br></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"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jan 20, 2025 at 3:51 AM 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)"><div dir="ltr"><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.<br></div><div><br></div><div>AI is guessing. But you should not be guessing. You should:<br></div><div><br></div><div>- Look at documentation, of everything related (Blender Python API in general). </div><div><br></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. <br></div><div><br></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.<br></div><div><br></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><br></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><br></div><div>Regards,</div><div>Michalis<br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">pt., 17 sty 2025 o 18:45 John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> napisał(a):<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 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"><br></div><div dir="auto">Just confirming my intuition.</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Fri, Jan 17, 2025 at 11:13 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@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)"><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><br></div><div><img src="cid:ii_m610ld0t0" alt="image.png" style="width:932px;max-width:100%"><br></div><div><br></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><br></div><div>John</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Fri, Jan 17, 2025 at 9:44 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@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)"><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"><br></div><div dir="auto">Also, some of Vince and Michalis’ .blend models can use the same treatment.</div><div dir="auto"><br></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><div dir="auto"><br></div><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><div dir="auto"><br></div><div dir="auto">Hmmm. I wish my brain worked better.</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Fri, Jan 17, 2025 at 3:34 AM 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">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>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif" dir="auto"><br></p>
</div>
<div style="border-left-width:1px;border-left-style:solid;box-sizing:border-box;padding:10px 0px 10px 15px;margin:0px;border-left-color:rgb(170,170,170)">
<p dir="auto">-----Original Message-----<br>From: John Carlson <<a href="mailto:yottzumm@gmail.com" 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" target="_blank">x3d-ecosystem@web3d.org</a>>, Katy Schildmeyer KS APPAREL DESIGN <<a href="mailto:katy@ksappareldesign.com" target="_blank">katy@ksappareldesign.com</a>>, Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>>, Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.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: Does this AI program generally look correct?</p>
<p style="margin:0.1rem 0px;line-height:1"> </p>
<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" target="_blank">https://claude.site/artifacts/7c4c15f2-1bde-4da5-9503-f4f25b09016a</a></div>
<div dir="auto"> </div>
<div dir="auto">I realize the bone.tail should probably be the child joint center.</div>
<div dir="auto"> </div>
<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>
</div>
<p style="margin:0.1rem 0px;line-height:1"> </p></blockquote></div></div>
</blockquote></div>
</blockquote></div></div>
</blockquote></div>
</blockquote></div></div>
</blockquote></div>
</blockquote></div></div>
</blockquote></div></div>