[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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--
*Leonard Daly*
3D Systems & Cloud Consultant
LA ACM SIGGRAPH Chair
President, Daly Realism - /Creating the Future/
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