<html><head><meta http-equiv="Content-Type" content="text/html charset=utf-8"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class="">It would be cool if X3D had an .enter() function like D3.js to add and update nodes from data. I think there’s .exit().remove() to for removing nodes. This makes your data work extremely well with creating and removing visualization objects. <a href="https://bl.ocks.org/mbostock/3808218" class="">https://bl.ocks.org/mbostock/3808218</a> This might be done by attaching data to a MACRO (the MACRO being enter()).<div class=""><br class=""></div><div class="">On Feb 24, 2016, at 9:01 PM, Leonard Daly <<a href="mailto:Leonard.Daly@realism.com" class="">Leonard.Daly@realism.com</a>> wrote:<div><blockquote type="cite" class=""><br class="Apple-interchange-newline"><div class="">
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<div class="moz-cite-prefix">John,<br class="">
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Just to address a few of your points. <br class="">
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I don't see the functionality currently available with PROTOs and
Scripts going away. I see it increasing because HTML Scripts can
easily add nodes to the DOM. There have been several discussions
on the topic of PROTOs. I see a proto-expander or MACRO as being a
great addition to V4. It is also possible to easily provide that
sort of service via an HTML Script or new custom-implemented node.
If the new node is a collection of existing nodes (say Yves
pyramid node), then the supporting code to create and parse that
node is very easy to write in X3DOM.<br class="">
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I can see a shared library of useful nodes that sites on top of
X3D and is available to the user as either nodes or HTML scripts.<br class="">
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I would like to see X3D accept a wide variety of data formats,
even if some translation/conversion needs to occur. Using
InstantReality it is possible to go from X3D, OBJ, FBX and perhaps
others to SRC. SRC is a good format for injestion because it moves
quickly to WebGL. X3D is to remain ISO standardized. No other 3D
format and run-time can state that.<br class="">
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Animation is a current problem. The SRC does not hold animations.
The only widely used format that does combined with model data is
FBX. That is something that needs to be developed, but there are
several things that need to come first.<br class="">
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Leonard Daly<br class="">
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You make good points Leonard. How would you differentiate V4 from
Collada in that case? My understanding is that X3D provides for
declarative app development. This is one reason we are moving
towards the web, to open X3D up to more app developers. What is
important for declarative app development? Protos, Templates, Web
Components and associated scripts, essentially *shared behavior*.
If you have a virtual world, you might certainly have exactly one
of everything. However, it’s easier to instantiate Protos or
Templates, I think. The trick is to only mention the creation a
few times (once) with templates or web components, and let the
environment expand it into multiple instances through templated
transforms and parameterization. I don’t want to see 400
ProtoInstances of cylinders in code, unless it’s generated (HTML).
X3D *should* be associated with a data format for pure data, like
D3.js has several, and transforming pure data into 3D. I know I
have different requirements, but I think X3D V4 should be designed
for scaling things up—not only shapes and transforms, but
coordinates and polygons as well (SRC). Is any other format in
position to provide for such scaling without killing memory or
diskspace? Models are certainly moving towards SRC. If you are
concerned about animation, what’s the best way to provide for
animation coming from these tools? We have your proposed nodes.
Are these sufficient? Should we start looking more at creating
exporters for animation beyond just models? What animation
exporters to X3D are already out there?
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<div class="">John<br class="">
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<div class="">On Feb 24, 2016, at 7:55 PM, Leonard
Daly <<a moz-do-not-send="true" href="mailto:Leonard.Daly@realism.com" class="">Leonard.Daly@realism.com</a>>
wrote:</div>
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There seems to be some confusion about my
statements about not hand-coding certain things. <br class="">
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I have stated that models and animations are not
hand-coded anymore. That statement does not mean
it can't be done, but there are many tools that do
it, including open-source ones. There is no way
someone is going to hand-code models such as you
can see at <a moz-do-not-send="true" class="moz-txt-link-freetext" href="http://www.blendswap.com/blends/index">http://www.blendswap.com/blends/index</a>.
Hand coding models to be printed is also not a
good idea because things will probably not line up
correctly.<br class="">
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Animation is the same thing. Yes you can animate
by hand-coding all of the motions and
deformations, but that is not how it is done. If
X3D is to get any acceptance into the professional
marketplace it MUST work with application
generated models and animations. There will still
be some important animations that are hand coded
(e.g., camera motions, automated systems, etc.). <br class="">
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Nothing I have done in working out the V4 proposal
precludes hand-coding of animation or modeling. It
does not provide a lot of convenience
features/nodes to make complex work simple. In the
marketplace, it is much simpler to get someone to
do the model or animation in a tool. <br class="">
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<div class="moz-signature">-- <br class="">
<font class="tahoma,arial,helvetica san serif" color="#333366"> <font class="" size="+1"><b class="">Leonard Daly</b></font><br class="">
3D Systems & Cloud Consultant<br class="">
X3D Co-Chair on Sabbatical<br class="">
LA ACM SIGGRAPH Chair<br class="">
President, Daly Realism - <i class="">Creating
the Future</i> </font></div>
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<div class="moz-signature">-- <br class="">
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1" class=""><b class="">Leonard Daly</b></font><br class="">
3D Systems & Cloud Consultant<br class="">
X3D Co-Chair on Sabbatical<br class="">
LA ACM SIGGRAPH Chair<br class="">
President, Daly Realism - <i class="">Creating the Future</i>
</font></div>
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