[x3d-public] Render to Texture node
andreasplesch at gmail.com
Mon Nov 14 12:16:21 PST 2016
castle-engine also has
but x3d does not seem to have it ?
I think mirrors could perhaps use
On Mon, Nov 14, 2016 at 3:00 PM, <x3d-public-request at web3d.org> wrote:
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> Today's Topics:
> 1. X3D HAnim - save your work (Joe D Williams)
> 2. Render to Texture node (Mitchell Williams)
> Message: 1
> Date: Mon, 14 Nov 2016 09:15:08 -0800
> From: "Joe D Williams" <joedwil at earthlink.net>
> To: "X3D Public" <x3d-public at web3d.org>,
> <x3dom-users at lists.sourceforge.net>, "'Humanoid Animation
> Working Group'" <h-anim at web3d.org>
> Subject: [x3d-public] X3D HAnim - save your work
> Message-ID: <8439500E6EEA489187D917F5A74B846E at joe1446a4150a8>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
> blender tutorial,easy rigging with rigify add-on
> Just an example of several out there, including the very top of the
> line solutions.
> Anazing how this does this almost as good as kieth's last viz.
> Anyway, the point is with X3D HAnim, if you go to all that trouble to
> rigify your toyvatar, don't you think it would be reasonable to be
> able to export the results of your work in a transportable form?
> Collada, for sure, but also into a well-structured human-readable
> archive form?
> For instance, in this example, you as the author, should be able to
> easily get the skeleton dimensions, hierachy, and initial
> transformations. You ought to be able to walk away with your skin
> mesh. You must certainly be entitled to the skin-skeleton bindings and
> weights for deformable skin animations. The tool should ask you is you
> wish to 'zero' all in a reasonable human-scale default pose.
> This was the message then, and it is the message now. For common,
> basic humaniod modeling and animation, the basic data numbers be all
> the same everywhere. Only the internal user code exposed to the expert
> author or troubleshooter is different between tools. So there is no
> reason that this 'standard' stuff no matter how wonderful and special
> it seems, should not be easily transported between any character
> authoring system you can name. That was the h-anim mission many years
> ago with support of toolmakers then, and it remains a main mission of
> X3D HAnim now. It just happens that x3d hanim supports a realtime
> runtime so that your animation work, which is also basically the same
> everywhere, can also be preserved in a form that, by the way just
> happens to include a realtime runtime that uses the same data in about
> the same way as any character authoring system you can name.
> So the next time any character modeling tool says the can't export to
> X3D HAnim, just ask: Why? It is simple stuff.
> If they say only collada, then that is ok, it is fun to get the hanim
> 'standard' stuff to X3D from there. But, why not X3D? X3D is certainly
> represented in the UI you expose to your users, so why not?
> Thanks and Best,
> Message: 2
> Date: Mon, 14 Nov 2016 19:54:29 +0000
> From: Mitchell Williams <m1.williams at partner.samsung.com>
> To: "x3d-public at web3d.org" <x3d-public at web3d.org>
> Subject: [x3d-public] Render to Texture node
> <6de605d3579048c0a05cf34ef6f160c1 at sraex01sc.sisa.samsung.com>
> Content-Type: text/plain; charset=us-ascii
> Does X3D have a Render-to-Texture node?
> I image this would be a parameter of <ImageTexture>node or a node of its
> Obviously, WebGL can Render to Texture such as creating a portal by
> rendering a scene from a different camera, and applying that texture map as
> a 3d mesh in the X3D scene.
> Just didn't find a <RenderToTexture> node in X3D or something close to
> Thanks all and happy Thanksgiving
> Samsung GearVR development
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