<div dir="ltr"><div>x3dom has</div><div><br></div><a href="http://doc.x3dom.org/author/Texturing/RenderedTexture.html">http://doc.x3dom.org/author/Texturing/RenderedTexture.html</a><div><br></div><div>instantreality has</div><div><br></div><div><a href="http://doc.instantreality.org/documentation/nodetype/RenderedTexture/?filter=None">http://doc.instantreality.org/documentation/nodetype/RenderedTexture/?filter=None</a><br><div class="gmail_extra"><br></div><div class="gmail_extra">castle-engine also has</div><div class="gmail_extra"><br></div><div class="gmail_extra"><a href="http://castle-engine.sourceforge.net/x3d_implementation_texturing_extensions.php#section_ext_rendered_texture">http://castle-engine.sourceforge.net/x3d_implementation_texturing_extensions.php#section_ext_rendered_texture</a><br></div><div class="gmail_extra"><br></div><div class="gmail_extra">xj3d has</div><div class="gmail_extra"><br></div><div class="gmail_extra"><a href="http://www.xj3d.org/extensions/render_texture.html">http://www.xj3d.org/extensions/render_texture.html</a><br></div><div class="gmail_extra"><br></div><div class="gmail_extra">but x3d does not seem to have it ?</div><div class="gmail_extra"><br></div><div class="gmail_extra">I think mirrors could perhaps use</div><div class="gmail_extra"><br></div><div class="gmail_extra"><a href="http://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/env_texture.html#GeneratedCubeMapTexture">http://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/env_texture.html#GeneratedCubeMapTexture</a><br></div><div class="gmail_extra"><br></div><div class="gmail_extra">-Andreas</div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Nov 14, 2016 at 3:00 PM, <span dir="ltr"><<a href="mailto:x3d-public-request@web3d.org" target="_blank">x3d-public-request@web3d.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Send x3d-public mailing list submissions to<br>
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Today's Topics:<br>
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1. X3D HAnim - save your work (Joe D Williams)<br>
2. Render to Texture node (Mitchell Williams)<br>
<br>
<br>
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<br>
Message: 1<br>
Date: Mon, 14 Nov 2016 09:15:08 -0800<br>
From: "Joe D Williams" <<a href="mailto:joedwil@earthlink.net">joedwil@earthlink.net</a>><br>
To: "X3D Public" <<a href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>>,<br>
<<a href="mailto:x3dom-users@lists.sourceforge.net">x3dom-users@lists.<wbr>sourceforge.net</a>>, "'Humanoid Animation \(H-Anim\)<br>
Working Group'" <<a href="mailto:h-anim@web3d.org">h-anim@web3d.org</a>><br>
Subject: [x3d-public] X3D HAnim - save your work<br>
Message-ID: <<wbr>8439500E6EEA489187D917F5A74B84<wbr>6E@joe1446a4150a8><br>
Content-Type: text/plain; format=flowed; charset="iso-8859-1";<br>
reply-type=original<br>
<br>
<br>
<a href="https://www.youtube.com/watch?v=PDLZRRGxvAs" rel="noreferrer" target="_blank">https://www.youtube.com/watch?<wbr>v=PDLZRRGxvAs</a><br>
blender tutorial,easy rigging with rigify add-on<br>
<br>
<br>
Just an example of several out there, including the very top of the<br>
line solutions.<br>
Anazing how this does this almost as good as kieth's last viz.<br>
<br>
Anyway, the point is with X3D HAnim, if you go to all that trouble to<br>
rigify your toyvatar, don't you think it would be reasonable to be<br>
able to export the results of your work in a transportable form?<br>
Collada, for sure, but also into a well-structured human-readable<br>
archive form?<br>
<br>
For instance, in this example, you as the author, should be able to<br>
easily get the skeleton dimensions, hierachy, and initial<br>
transformations. You ought to be able to walk away with your skin<br>
mesh. You must certainly be entitled to the skin-skeleton bindings and<br>
weights for deformable skin animations. The tool should ask you is you<br>
wish to 'zero' all in a reasonable human-scale default pose.<br>
<br>
This was the message then, and it is the message now. For common,<br>
basic humaniod modeling and animation, the basic data numbers be all<br>
the same everywhere. Only the internal user code exposed to the expert<br>
author or troubleshooter is different between tools. So there is no<br>
reason that this 'standard' stuff no matter how wonderful and special<br>
it seems, should not be easily transported between any character<br>
authoring system you can name. That was the h-anim mission many years<br>
ago with support of toolmakers then, and it remains a main mission of<br>
X3D HAnim now. It just happens that x3d hanim supports a realtime<br>
runtime so that your animation work, which is also basically the same<br>
everywhere, can also be preserved in a form that, by the way just<br>
happens to include a realtime runtime that uses the same data in about<br>
the same way as any character authoring system you can name.<br>
<br>
So the next time any character modeling tool says the can't export to<br>
X3D HAnim, just ask: Why? It is simple stuff.<br>
If they say only collada, then that is ok, it is fun to get the hanim<br>
'standard' stuff to X3D from there. But, why not X3D? X3D is certainly<br>
represented in the UI you expose to your users, so why not?<br>
<br>
Thanks and Best,<br>
Joe<br>
<br>
<br>
<br>
<br>
------------------------------<br>
<br>
Message: 2<br>
Date: Mon, 14 Nov 2016 19:54:29 +0000<br>
From: Mitchell Williams <<a href="mailto:m1.williams@partner.samsung.com">m1.williams@partner.samsung.<wbr>com</a>><br>
To: "<a href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>" <<a href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>><br>
Subject: [x3d-public] Render to Texture node<br>
Message-ID:<br>
<<a href="mailto:6de605d3579048c0a05cf34ef6f160c1@sraex01sc.sisa.samsung.com">6de605d3579048c0a05cf34ef6f16<wbr>0c1@sraex01sc.sisa.samsung.com</a><wbr>><br>
Content-Type: text/plain; charset=us-ascii<br>
<br>
Does X3D have a Render-to-Texture node?<br>
I image this would be a parameter of <ImageTexture>node or a node of its own?<br>
<br>
Obviously, WebGL can Render to Texture such as creating a portal by rendering a scene from a different camera, and applying that texture map as a 3d mesh in the X3D scene.<br>
<br>
Just didn't find a <RenderToTexture> node in X3D or something close to that.<br>
<br>
Thanks all and happy Thanksgiving<br>
<br>
Mitch<br>
Samsung GearVR development<br>
<br>
<br>
<br>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature">Andreas Plesch<br>39 Barbara Rd.<br>Waltham, MA 02453</div>
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