<div dir="ltr">Okay, I was able to grab another wrl to experiment with. I ran them through chisel "CLEAN" to reduce the number of warnings, and your conversion to Classic encoding. However, there were still a number of repeated DEFs after the conversion. For DEFs that were repeated more than once in the original (3 times) there we 80 DEFs in the response. Other DEFs repeated on the order of 30 (ones only mentioned once in the source).<div><br></div><div>Good luck debugging your converter!</div><div><br></div><div>Thanks a bunch for you hard work. I will support you in conversions from VRML as I can.</div><div><br></div><div>I will send new inputs in another email.</div><div>John</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Mar 26, 2020 at 6:05 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Note about terminology:<br>
<br>
- You wrote "V2.0 VRML file (but .x3dv)" -- note that you should store<br>
VRML 2.0 files with .wrl extension.<br>
<br>
- You wrote "V3.0 Classic VRML file", I understand it as "X3D 3.0 file<br>
in classic (VRML) encoding" :)<br>
<br>
In general, repeating the same DEF is allowed in VRML and X3D. The<br>
last DEF "wins" (obscuring previous DEF definition of the same name).<br>
Although I would discourage this practice, but specification allows<br>
it.<br>
<br>
Please send me the input file so I can look into it. In case of VRML<br>
2.0 -> X3D 3.0 conversion, the input and output should match very<br>
closely. There must be a reason why converter repeated many DEFs.<br>
<br>
Regards,<br>
Michalis<br>
<br>
czw., 26 mar 2020 o 03:01 John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> napisał(a):<br>
><br>
> Michalis, I attempted to convert a V2.0 VRML file (but .x3dv) to a V3.0 Classic VRML file.<br>
><br>
> When lightly scanning the file, I discovered the egregious use of the same value for various DEFs, up to 80 occurences in some cases.<br>
><br>
> I suggest you look into this. If you need files, let me know. I will try conversion to wrl to XML next.<br>
><br>
> grep DEF AnnexAD2.x3dv | sed 's/.*DEF/DEF/' |sed 's/\(DEF [^ ]*\) .*/\1/'|sort|uniq -c|sort<br>
> [snip]<br>
> 28 DEF hanim_r_index_middle<br>
> 28 DEF hanim_r_middle_middle<br>
> 28 DEF hanim_r_pinky_middle<br>
> 28 DEF hanim_r_ring_middle<br>
> 28 DEF hanim_r_thumb_distal<br>
> 28 DEF hanim_skull<br>
> 29 DEF hanim_l_gonion<br>
> 29 DEF hanim_l_index_distal<br>
> 29 DEF hanim_l_infraorbitale<br>
> 29 DEF hanim_l_middle_distal<br>
> 29 DEF hanim_l_pinky_distal<br>
> 29 DEF hanim_l_ring_distal<br>
> 29 DEF hanim_l_thumb_distal_tip<br>
> 29 DEF hanim_l_tragion<br>
> 29 DEF hanim_nuchale<br>
> 29 DEF hanim_r_gonion<br>
> 29 DEF hanim_r_index_distal<br>
> 29 DEF hanim_r_infraorbitale<br>
> 29 DEF hanim_r_middle_distal<br>
> 29 DEF hanim_r_pinky_distal<br>
> 29 DEF hanim_r_ring_distal<br>
> 29 DEF hanim_r_thumb_distal_tip<br>
> 29 DEF hanim_r_tragion<br>
> 29 DEF hanim_sellion<br>
> 29 DEF hanim_skull_tip<br>
> 29 DEF hanim_supramenton<br>
> 30 DEF hanim_l_dactylion<br>
> 30 DEF hanim_l_index_distal_tip<br>
> 30 DEF hanim_l_middle_distal_tip<br>
> 30 DEF hanim_l_pinky_distal_tip<br>
> 30 DEF hanim_l_ring_distal_tip<br>
> 30 DEF hanim_r_dactylion<br>
> 30 DEF hanim_r_index_distal_tip<br>
> 30 DEF hanim_r_middle_distal_tip<br>
> 30 DEF hanim_r_pinky_distal_tip<br>
> 30 DEF hanim_r_ring_distal_tip<br>
> 58 DEF hanim_l_eyeball<br>
> 58 DEF hanim_r_eyeball<br>
> 80 DEF hanim_l_index_proximal<br>
> 80 DEF hanim_r_index_proximal<br>
><br>
> Y<br>
><br>
> On Thu, Jan 9, 2020 at 4:57 PM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>> wrote:<br>
>><br>
>> Hi,<br>
>><br>
>> I made an online converter on:<br>
>><br>
>> <a href="https://castle-engine.io/convert.php" rel="noreferrer" target="_blank">https://castle-engine.io/convert.php</a><br>
>><br>
>> It allows to<br>
>><br>
>> - Convert from any format supported by Castle Game Engine (glTF, X3D,<br>
>> VRML, Wavefront OBJ, STL, Collada, 3DS, MD3, Spine JSON, see<br>
>> <a href="https://castle-engine.io/creating_data_model_formats.php" rel="noreferrer" target="_blank">https://castle-engine.io/creating_data_model_formats.php</a> ).<br>
>><br>
>> - ... into X3D, in XML or Classic (VRML) encoding.<br>
>><br>
>> It's free to use for everyone.<br>
>><br>
>> Underneath, it uses tovrmlx3d (command-line application distributed<br>
>> together with view3dscene, see<br>
>> <a href="https://castle-engine.io/view3dscene.php#section_converting" rel="noreferrer" target="_blank">https://castle-engine.io/view3dscene.php#section_converting</a> for docs,<br>
>> and get the very latest version from<br>
>> <a href="http://michalis.ii.uni.wroc.pl/view3dscene-snapshots/" rel="noreferrer" target="_blank">http://michalis.ii.uni.wroc.pl/view3dscene-snapshots/</a> ). If you would<br>
>> like to integrate this conversion into your own pipeline (e.g. to run<br>
>> some tests or conversions in batch mode), I recommend downloading and<br>
>> using tovrmlx3d directly, it's a simple application :)<br>
>><br>
>> More information on the tool page <a href="https://castle-engine.io/convert.php" rel="noreferrer" target="_blank">https://castle-engine.io/convert.php</a> .<br>
>><br>
>> Please give it a shot :) All the comments are welcome!<br>
>><br>
>> Regards,<br>
>> Michalis<br>
>><br>
>> _______________________________________________<br>
>> x3d-public mailing list<br>
>> <a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a><br>
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</blockquote></div>