[x3d-public] ... glTF examples
John Carlson
yottzumm at gmail.com
Wed Mar 24 19:23:27 PDT 2021
If someone could collect the aliases, LOA4 centers and LOA4 translations
that currently do not appear in the HAnim 2 standard in a single email
or set of files, that would be good.
Meanwhile, do you think it would be better to generate a standard LOA4
model from X3DUOM, Don?
Again, I've been having problems with MakeHumanCommunity on Kubuntu 20.10.
Thanks!
John
On 3/24/21 7:10 PM, Joseph D Williams wrote:
>
> 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 <mailto:yottzumm at gmail.com>
> *Sent: *Monday, March 22, 2021 8:46 PM
> *To: *Joseph D Williams <mailto:joedwil at earthlink.net>
> *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 <mailto:joedwil at earthlink.net>> wrote:
>
> https://coderextreme.net/Humanoid3.gltf
> <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 <mailto:yottzumm at gmail.com>
> *Sent: *Friday, March 19, 2021 8:10 PM
> *To: *Joseph D Williams <mailto:joedwil at earthlink.net>; X3D
> Graphics public mailing list <mailto:x3d-public at web3d.org>
> *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.blend>
>
> https://coderextreme.net/Humanoid3.gltf
> <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.blend>
>
> https://coderextreme.net/Humanoid2.gltf
> <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.blend>
>
> https://coderextreme.net/Humanoid.gltf
> <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
> <mailto:andreasplesch at gmail.com>
> *Sent: *Tuesday, March 16, 2021 7:10 AM
> *To: *X3D Graphics public mailing list
> <mailto:x3d-public at web3d.org>
> *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 <https://bit.ly/PercyMAP>
>
> I am sharing it on an amateur but high level
> online forum:
>
> http://www.unmannedspaceflight.com/index.php?showforum=80
> <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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