[x3d-public] ... glTF examples

Joseph D Williams joedwil at earthlink.net
Wed Mar 24 17:10:51 PDT 2021


The only example I can think of right now for glTF I might want to use is, using some example keyframe animation library mainly using various interpolator styles for ‘standard’ animations into an existing skeleton. 

The Korean Motion C should be transportable into whatever if the tool can do interpolator animations. If the tool can’t do that, then not much use. 
OTH for the D, the tool you mention might be able to import the bvh directly, but not export the  Motion D scheme. To me it  looks like somebody might be able to put bvh into glTF. 

Anyway, why worry  about that model? What we need is a competent V2 LOA4 for use in part 1 annex A. 
All  Best,
Joe

From: John Carlson
Sent: Monday, March 22, 2021 8:46 PM
To: Joseph D Williams
Subject: Re: [x3d-public] ... glTF examples


I can provide .glb if you like, or you can export from .blend yourself.  I’m not making fitness claims.   You asked for glTF.  Probably we need HAnim v2 export from blender.   What I don’t know is if glTF 2 can support HAnim v2.

I suggest you look at the X3D4 draft standard or X3DOM examples on how to bring glTF into X3D scene.  Also,  x3dscene (Michaelis’ tool) should be able to convert glTF to X3D.

As previously mentioned, the Korean Motion files do not process through blender.  This is where effort should be spent, either correcting the Korean Motion C and D examples, or correcting blender.

John
On Mon, Mar 22, 2021 at 9:07 PM Joseph D Williams <joedwil at earthlink.net> wrote:
https://coderextreme.net/Humanoid3.gltf
 
Not sure what this H3 thing might look like, or its structure, but the blend file is, well, a blender file that may have an export path to hanim and the gltf must encode some useful stuffs, but what parts of these are usable to make a ‘standard’ x3d hanim character that works using x3d animations? Looking at the gltf, my opinion is that relative to having x3d hanim uer code to describe level 1 humanoid, the gltf is wasted time and linefeeds. 
Good Luck, IA/AAAQPwAAcD8AAAA/AABwPwAAGD8AAI
Joe
 
 
From: John Carlson
Sent: Friday, March 19, 2021 8:10 PM
To: Joseph D Williams; X3D Graphics public mailing list
Subject: Re: [x3d-public] ... glTF examples
 
 
On 3/19/21 9:56 PM, John Carlson wrote:
I realized that more people than Joe may want to experiment with this glTF skeleton.
The key is to import the X3D file into Blender, then export as glTF.

Here's another file:
https://coderextreme.net/Humanoid3.blend
https://coderextreme.net/Humanoid3.gltf
 
Good luck!
 
John
On 3/19/21 9:53 PM, John Carlson wrote:
These remove cube and base:
https://coderextreme.net/Humanoid2.blend
https://coderextreme.net/Humanoid2.gltf
On 3/19/21 9:36 PM, John Carlson wrote:
Maybe try these converted with Blender:
https://coderextreme.net/Humanoid.blend
https://coderextreme.net/Humanoid.gltf
Let me know how it goes.
John
On 3/19/21 8:36 PM, Joseph D Williams wrote:
 
 
Can we get/make glTF(s) from some x3d hanim examples? 
Example ‘standard’ humanoid model data and animations encoded in both styles? 
That is, we have a curated x3d hanim ‘standard’ skeleton and skin with interpolator animations example and I would really like to see how to use the best of both data styles as an example deliverable. 
 
showforum=80  pinned
. . . because the Solar System ain’t gonna model itself … 
PercyMAP 
Surface feature exploration and identification tool - amazing view-source and data repositories
 
Thanks and Best,
Joe
 
From: Andreas Plesch
Sent: Tuesday, March 16, 2021 7:10 AM
To: X3D Graphics public mailing list
Subject: Re: [x3d-public] ... glTF examples
 

5. glTF examples

We'd like to offer more examples of glTF with X3D4 for display, demonstration, and implementation efforts.
 
Following the recent Mars rover landing, I generated an interactive map with an animated glTF rover model:
 
https://bit.ly/PercyMAP
 
I am sharing it on an amateur but high level online forum:
 
http://www.unmannedspaceflight.com/index.php?showforum=80
 
In addition to the glTF inline, there are Protos, and some dom integration of HUD functionality and buttons.
 
For more public, non-specialist scenes, it is more important to guide the experience. I found x3dom options to restrict keyboard and mouse navigation especially useful. X3D may consider such more fine grained controls on top of the navigation modes. It may mean recommending additional navigation modes in the spec. such as onlyPAN, onlyZOOM, PANZOOM etc., or have a modifier to existing modes such as mode="-rotate" which would disable rotation.  Browser are allowed to have such nonstandard navigation modes but I think it may make sense to standardize them. A question for the UI working group.
 
 
 
 

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