[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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>
>                     x3d-public at web3d.org  <mailto:x3d-public at web3d.org>
>
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>
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