[x3d-public] X3D Model Archive Format

John Carlson yottzumm at gmail.com
Mon Oct 2 10:31:51 PDT 2017


Leonard, I think it's important to have composable animation timelines for
reuse.

John

On Oct 2, 2017 12:43 PM, "Leonard Daly" <Leonard.Daly at realism.com> wrote:

> I just wrote a post about using X3D as a Standardized Model Archive
> format. The article is at http://realism.com/blog/model-archive-format-x3d.
> This message summarizes and quotes portions of it for discussion.
>
> I mentioned a number of formats include FBX, OBJ, glTF, and X3D as
> possible candidates for an archive format. X3D is the only one that is ISO
> standardized. Vince has pointed out that glTF is not an archive format in
> that the file contains data in a format that allows it to get into the GPU
> with minimal processing".
> "It is important that models exist to be imported into a scene (or
> sub-scene). The models may contain animation, but this key-frame animation
> that indicates what part of the model needs to be where at various relative
> time values. Models do not contain a run-time or interactive component.
> Neither do they contain lighting or environmental effects (backgrounds,
> fog, etc.). These features are added in the scene rather than to the model."
>
> *Current **Industry Work Flow*
>
> "The current state of modeling creates a quad-mesh as the surface geometry
> of the object. The model is animated either as multiple meshes (rigid body
> animation) or (much more frequently) as skin deformations due to joint
> movement. Faces or other highly deformable surface with a fixed underlying
> structure are animated as morphs using morph targets. [The target is a
> linear combination of a basis set and the animation is the path to get from
> existing to target.] Textures are created and applied to the model. "
> A note on animation: FBX has established the standard (by use) of a single
> master timeline for all animations. Individual animations may occupy just a
> portion of that timeline.
>
> *Model Profile Requirements*
>
> A Model Profile needs to provide archive support for all of the ways
> people model, texture and other appearance, and animate.
>
> * 3D geometry capabilities
>  - Triangles
>  - Quads
>  - CAD (NURBS, CAD structures)
>
> * Appearance capabilities
>  - Image texture
>  - Advanced texturing (bump, emmisive, occlusion, etc.)
>
>  * Animation capabilities
>  - Single timeline
>  - Skin/joint motion
>  - Morphing & Morph targets
>
> I believe that most of this is easy to accomplish with material in V3.3.
> The new/revised capabilities could be added for V4.0. In conjunction with
> the definition, a 2-way conversion library should be provided. Inbound
> would be calls to create the appropriate X3D data structure. Outbound would
> handle things like triangulation. It might also be good to have a single
> file format where the X3D and external media files are zipped/merged
> together.
> --
> *Leonard Daly*
> 3D Systems & Cloud Consultant
> LA ACM SIGGRAPH Chair
> President, Daly Realism - *Creating the Future*
>
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>
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