[x3d-public] FW: tying the skin coordinates back to the skin index number
John Carlson
yottzumm at gmail.com
Fri May 26 23:49:53 PDT 2023
If the coordinates are in order, it should be easy to do incremental
comments every 3 points in x3d and x3dv. Not so with JSON. There we have
it, JSON s_cks.
In vim you could do something like 3/ nnnn… to step through 3 numbers and
count to yourself.
John
On Fri, May 26, 2023 at 4:21 PM Joseph D Williams <joedwil at earthlink.net>
wrote:
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> All,
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> Please clarify how I can tell which skin index number is which skin
> coordinate point. When I export from Rhino an x3dv file, the skin
> coordinates are labeled very nicely.
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> Every 25 points has a # with the coord point number. I can directly tie
> the point back to the triangles and the skin index lists.
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> coord Coordinate { point [
> 102.2750015258789 11.29990005493164 49.14369964599609, # coord point 0
> 108.3470001220703 9.661109924316406 48.05509948730469,
>
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> However, in the x3d or x3dv files for any file that I have downloaded,
> except for Joe's easier to read file, the skin coordinate points are not
> labeled. See attached JoeV1LOA3 file.
>
>
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> My question is: how can I tell which skin index number is tied to which
> skin coordinate x,y,z numbers? Is there a way to have a version of the Ru,
> Mi and Min that is easier to read version like JoeV1LOA3 file?
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> I see that the TextureCoordinate points have their own x,y,z values. How
> do those tie back to the skin coordinate points? Or like the joints are
> totally separate from the skin coordinates? Do they have their own index #
> or not?
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> I do like the way that different segments and their indexes are organized
> in Ru, Mi and Min, but it is the final step of linking the skin index to
> the skin coordinate x,y,z numbers that is not clear.
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> Thanks
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