<div style="color:rgb(0,0,0);font-family:arial,sans-serif;font-size:12pt"><p style="margin: 0.1rem 0; line-height: 1.0;">> <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; white-space: normal; float: none; display: inline;">Also, Joe keeps mentioning something about averaging joint centers?</span> </p>
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<p style="margin: 0.1rem 0; line-height: 1.0;">I don't recall mentioning that idea, I don't know where it could be used. </p>
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<p>-----Original Message-----<br>From: John Carlson <yottzumm@gmail.com><br>Sent: Jun 3, 2024 4:36 PM<br>To: Joe D Williams <joedwil@earthlink.net><br>Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public@web3d.org>, <h-anim@web3d.org><br>Subject: Re: [x3d-public] [create ..Don't give up ,,, 20b</p>
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<div dir="auto">I also looked up is where centers are handled for HAnimJoints in the Blender x3d import Transform code (where we create an object’s matrix_world for Transform and HAnim nodes). This was one thing I am confused as to why some locations for Joints are at 0,0,0 in the Blender GUI. Perhaps I need to get the real (DEF) node to get fields? This seems like a good thing to do, looking at code. Another place to push better solutions in. I’ll throw some debugging in to check for whether the joint center field is actually retrieved from X3D, or if that’s handled during preprocessing.</div>
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<div dir="auto">If anyone is following along, I’m referring to the “translateTransform” function in the Blender addon io_scene_x3d/import_x3d.py. My version is here:</div>
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<div><a href="https://github.com/coderextreme/BlenderX3DSupport/blob/main/io_scene_x3d/import_x3d.py">https://github.com/coderextreme/BlenderX3DSupport/blob/main/io_scene_x3d/import_x3d.py</a></div>
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<div dir="auto">Also, Joe keeps mentioning something about averaging joint centers? Normally I use these for Blender bone head and tail.</div>
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<div dir="auto">Hopefully, there’s a bug in retrieving the center from X3D when handling joints as transforms.</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 5:55 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:</div>
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<div dir="auto">There’s a cute Easter Egg in the Blender GUI:</div>
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<div dir="auto"><a href="https://youtu.be/KXUb4X9vTO0?si=KRtvmq7T-SalPE4F" target="_blank" rel="noopener">https://youtu.be/KXUb4X9vTO0</a></div>
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<div dir="auto">Enjoy!</div>
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<div dir="auto">Now, how do I do that in 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 4:59 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank" rel="noopener">joedwil@earthlink.net</a>> wrote:</div>
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<p style="margin: 0.1rem 0px; line-height: 1; font-family: arial,sans-serif;">> <span style="font-size: 12pt; font-family: arial,sans-serif;">just try to get local orientation interpolators imported ... </span></p>
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<p style="margin: 0.1rem 0px; line-height: 1; font-family: arial,sans-serif;">Well, whatever, if Blender only gives you an object with a translation, rotation, and scale data in the martix form then I guess you have to work in that form.</p>
<p style="margin: 0.1rem 0px; line-height: 1; font-family: arial,sans-serif;">Look at how Blender does Interpolation. Is it a plug-in for blender? Look there first. </p>
<p style="margin: 0.1rem 0px; line-height: 1; font-family: arial,sans-serif;">It may be that the basic blender don't do interpolators but does do bvd style fixed frame rate video keyframes. </p>
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<p style="margin: 0.1rem 0px; line-height: 1; font-family: arial,sans-serif;">Thanks, </p>
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<p>-----Original Message-----<br>From: John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank" rel="noopener">yottzumm@gmail.com</a>><br>Sent: Jun 3, 2024 2:29 PM<br>To: Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank" rel="noopener">joedwil@earthlink.net</a>><br>Cc: Extensible 3D (X3D) Graphics public discussion <<a href="mailto:x3d-public@web3d.org" target="_blank" rel="noopener">x3d-public@web3d.org</a>>, <<a href="mailto:h-anim@web3d.org" target="_blank" rel="noopener">h-anim@web3d.org</a>><br>Subject: Re: [x3d-public] [create ..Don't give up ,,, 20b</p>
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<div dir="auto">Maybe we should forgo HAnim for now and just try to get local orientation interpolators imported into Blender.</div>
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<div dir="auto">Then we can advance to HAnim.</div>
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<div dir="auto">Hmm,</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 3:28 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank" rel="noopener">joedwil@earthlink.net</a>> wrote:</div>
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<div style="font-family: arial,sans-serif; font-size: 12pt; color: #000000;">> 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 style="font-family: arial,sans-serif;">-----Original Message-----<br>From: John Carlson <<a style="font-family: arial,sans-serif;" href="mailto:yottzumm@gmail.com" target="_blank" rel="noopener">yottzumm@gmail.com</a>><br>Sent: Jun 3, 2024 12:53 PM<br>To: Michalis Kamburelis <<a style="font-family: arial,sans-serif;" href="mailto:michalis.kambi@gmail.com" target="_blank" rel="noopener">michalis.kambi@gmail.com</a>><br>Cc: Extensible 3D (X3D) Graphics public discussion <<a style="font-family: arial,sans-serif;" href="mailto:x3d-public@web3d.org" target="_blank" rel="noopener">x3d-public@web3d.org</a>>, Joe D Williams <<a style="font-family: arial,sans-serif;" href="mailto:joedwil@earthlink.net" target="_blank" rel="noopener">joedwil@earthlink.net</a>>, create3000/sunrize <<a style="font-family: arial,sans-serif;" href="mailto:reply%2BAAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII@reply.github.com" target="_blank" rel="noopener">reply+AAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII@reply.github.com</a>>, <<a style="font-family: arial,sans-serif;" href="mailto:h-anim@web3d.org" target="_blank" rel="noopener">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" style="font-family: arial,sans-serif;">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" style="font-family: arial,sans-serif;">Can anyone tell that I’m burned out with programming Blender Python?</div>
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<div class="gmail_attr" dir="ltr" style="font-family: arial,sans-serif;">On Mon, Jun 3, 2024 at 4:39 AM Michalis Kamburelis <<a style="font-family: arial,sans-serif;" href="mailto:michalis.kambi@gmail.com" target="_blank" rel="noopener">michalis.kambi@gmail.com</a>> wrote:</div>
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<div dir="auto" style="font-family: arial,sans-serif;">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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