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<div class="moz-cite-prefix">On 2/24/2016 7:26 PM, John Carlson
wrote:<br>
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cite="mid:7D6472CF-CF81-4AB3-8911-7A465CFF570E@gmail.com"
type="cite">
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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
moz-do-not-send="true"
href="https://bl.ocks.org/mbostock/3808218" class=""><a class="moz-txt-link-freetext" href="https://bl.ocks.org/mbostock/3808218">https://bl.ocks.org/mbostock/3808218</a></a>
This might be done by attaching data to a MACRO (the MACRO being
enter()).</blockquote>
<br>
<br>
When running in a DOM integrated environment (e.g., X3DOM), there is
the DOM method .addChildren. jQuery methods also work. When running
in pure V3 X3D many nodes have the field addChildren. Field values
can be changed with events and directOutput.<br>
<br>
<br>
Leonard Daly<br>
<br>
<br>
<br>
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<blockquote
cite="mid:7D6472CF-CF81-4AB3-8911-7A465CFF570E@gmail.com"
type="cite">
<div class=""><br class="">
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<div class="">On Feb 24, 2016, at 9:01 PM, Leonard Daly <<a
moz-do-not-send="true" href="mailto:Leonard.Daly@realism.com"
class=""><a class="moz-txt-link-abbreviated" href="mailto:Leonard.Daly@realism.com">Leonard.Daly@realism.com</a></a>> wrote:
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<div class="moz-cite-prefix">John,<br class="">
<br class="">
Just to address a few of your points. <br class="">
<br class="">
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="">
<br class="">
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="">
<br class="">
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="">
<br class="">
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="">
<br class="">
<br class="">
Leonard Daly<br class="">
<br class="">
<br class="">
<br class="">
<br class="">
<br class="">
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<blockquote
cite="mid:0319B3A0-D526-45E3-902F-A4F3492171CE@gmail.com"
type="cite" 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?
<div class=""><br class="">
<div class="">John<br class="">
<div class=""><br class="">
<div class="">
<div class="">
<blockquote type="cite" class="">
<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=""><a class="moz-txt-link-abbreviated" href="mailto:Leonard.Daly@realism.com">Leonard.Daly@realism.com</a></a>>
wrote:</div>
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content="text/html; charset=utf-8"
class="">
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class=""> There seems to be some
confusion about my statements about
not hand-coding certain things. <br
class="">
<br class="">
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="">
<br class="">
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="">
<br class="">
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="">
<br class="">
<br class="">
<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>
</div>
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class="">x3d-public@web3d.org</a><br
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<br class="">
<br class="">
<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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<br>
<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
3D Systems & Cloud Consultant<br>
X3D Co-Chair on Sabbatical<br>
LA ACM SIGGRAPH Chair<br>
President, Daly Realism - <i>Creating the Future</i>
</font></div>
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