<div dir="auto">Maybe we should forgo HAnim for now and just try to get local orientation interpolators imported into Blender.</div><div dir="auto"><br></div><div dir="auto">Then we can advance to HAnim.</div><div dir="auto"><br></div><div dir="auto">Hmm,</div><div dir="auto"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jun 3, 2024 at 3:28 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net">joedwil@earthlink.net</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div style="color:rgb(0,0,0);font-family:arial,sans-serif;font-size:12pt">> Can anyone tell that I’m burned out with programming Blender Python? Just when you want to give up, try the attached.This is just a bare loa4 with all Joint and Segment and Site nodes. If you can import this transform hierarchy, then we can just add geometry wherever, no skin now. Joint and Segment and Site are just Transforms with some special fields, none of which are used in this basic import. If it won't let you call it a Joint or Segment or Site, then use the DEF name with Joint or Segment, or Site in front. Good Luck. This should be able to be imported into anything, with some care. The objective is to get away from the authoring tool default skeleton or armature or whatever, and be easy to pick this one and change dimensions as desired. Then you start with a good skeleton and go forward.Thanks,Joe
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<p>-----Original Message-----<br>From: John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>><br>Sent: Jun 3, 2024 12:53 PM<br>To: Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>><br>Cc: Extensible 3D (X3D) Graphics public discussion <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>>, Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>>, create3000/sunrize <<a href="mailto:reply%2BAAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII@reply.github.com" target="_blank">reply+AAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII@reply.github.com</a>>, <<a href="mailto:h-anim@web3d.org" target="_blank">h-anim@web3d.org</a>><br>Subject: Re: [x3d-public] [create3000/sunrize] Joe doesn't kick or move in sunrize. (Issue #6)</p>
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<div dir="auto">More likely, using geometry outside and inside the Humanoid causes it to be drawn twice. There’s no shape field in HAnimJoint that I know of. Subnodes, yes, obviously. Perhaps Displacers are a form of geometry, IDK.</div>
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<div dir="auto">Can anyone tell that I’m burned out with programming Blender Python?</div>
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<div dir="auto">John</div>
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<div class="gmail_attr" dir="ltr">On Mon, Jun 3, 2024 at 4:39 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>> wrote:</div>
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<div dir="auto">Note: Listing the joints inside HAnimHumanoid.joints does not make them drawn. Nothing would be drawn twice. I'm saying this to address incorrect statement in this thread """Finally, the browser must actually ignore those fields because otherwise the thing would be drawn twice, once with DEFs and once with USEs. in those fields. """ . No, nothing would be drawn twice.</div>
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