[x3d-public] X3D Model Archive Format

Leonard Daly Leonard.Daly at realism.com
Mon Oct 2 11:00:44 PDT 2017


John,

Please explain what you mean by a composable animation timeline, whether 
in the format or the authoring tool. I don't want to mis-interpret your 
meaning.


Leonard Daly



On 10/2/2017 10:31 AM, John Carlson wrote:
> 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 
> <mailto: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
>     <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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-- 
*Leonard Daly*
3D Systems & Cloud Consultant
LA ACM SIGGRAPH Chair
President, Daly Realism - /Creating the Future/
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