[x3d-public] glTF - HAnim conversion

Joseph D Williams joedwil at earthlink.net
Thu Dec 13 14:48:52 PST 2018


➢ … about not accepting that for implementation purposes  Such a choice does not affect authoring meaning

OK, my overreaction just as you said, x3d implement must live with the syntax or structure of the ‘standard’ model presented by the x3d hanim standard (or else start a big project. Anything can be done under your covers and lots has changed under the covers over the last years but so far the overall best practice way of constructing and verifying the user code, using skin and/or segment geometry, and animating the thing for realtime interactivity has not changed. I think you are going through basics and learning well. What if there was no gltf or collada? That was true not so long ago. 

➢  I still wish there was a simple two joint with minimal skin HAnim example.

Please, go for at least a root and two more, making a total of at least three joints. 
I’m lazy now and must say that if you take the path of coding in gltf, then deriving the x3d, then maybe the web3D x3d use case is really that you make your model in x3d, which to me is much easier, then export to one or more gltf files. That could also lead to a friendlier set of gltf interfaces to x3d/vrm, making it even easier to transport setups and animations between similar humanoids. . 

In that last .x3d example I sent, take apart a hand and work with one finger, maybe. 
Just attach the root to the first finger joint of your choice. The joints and vertices are clearly marked in the user code, and I think there is a viewpoint in there aimed at the right hand. 

All Best, 
Joe



From: Andreas Plesch
Sent: Thursday, December 13, 2018 1:04 PM
To: Joe D Williams
Cc: X3D Graphics public mailing list; Michalis Kamburelis; Humanoid Animation (H-Anim) Working Group
Subject: Re: [x3d-public] glTF - HAnim conversion

Thanks. Well, I do believe in baby steps and so I want to get a very simple example right and fully understand it before moving to more fully developed examples.

Let me also try to be very specific since a few of the responses below are based on my descriptions being too concise ('rotated vertices' vs 'vertex locations being translated according to a rotation about a center').

I still wish there was a simple two joint with minimal skin HAnim example.

I did not understand your response about not accepting that for implementation purposes it may be convenient to have a weighted joint per vertex rather than vertex per weighted joint data structure. Such a choice does not affect authoring meaning I am not suggesting changes to HAnim.

More if there is some progress, -Andreas

 

-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20181213/5feb5d74/attachment-0001.html>


More information about the x3d-public mailing list