<div dir="auto">I do feel that if Blender supported more HAnim nodes OOTB, things would be easier. Sigh!</div><div dir="auto"><br></div><div dir="auto">Contortions around DEF to determine node HAnim types don’t seem like a fun or fast thing to do. Creating sets of HAnim names, while doable, does not lead towards maintainable systems or interoperability between other formats. If someone has a set class which tests “ends with” instead if an entire string, that would be helpful.</div><div dir="auto"><br></div><div dir="auto">Maybe MPFB2 solves these issues, or we should modify it to better support HAnim.</div><div dir="auto"><br></div><div dir="auto">Yes, I’ve tried post processing, see </div><div dir="auto"><div><a href="https://github.com/coderextreme/HAnimDecoratorAssembly">https://github.com/coderextreme/HAnimDecoratorAssembly</a></div><div dir="auto"><br></div><div dir="auto">I think i failed on getting the skin right, IIRC</div><div dir="auto"><br></div></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Jun 11, 2024 at 7:00 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="auto">I do think it will be difficult to find the HAnimHumanoid in the EMPTY hierarchy without armature on export. HAnimJoints, etc. are probably easier, if we have a pattern for the DEF prefix, or replace the prefix with “hanim_” on import, or just wing some kind of pattern; more complex solutions, like comparing Joint DEF prefixes might be possible. Having the user type in the HAnim DEF prefix may sound easy, but what about multiple humanoids in the scene?</div><div dir="auto"><br></div><div dir="auto">You’ve heard the arguments for and against armatures, but what do people using Blender want? Armatures or no armatures? Full bone structure, or no bone structure? Bone structure without empties, or bone structure with empties (if possible)? I definitely need your samples, or I will create my own, which may not follow your use case. Pointers to actual online models you use are welcome.</div><div dir="auto"><br></div><div dir="auto">I fully realize something like MPFB2 probably uses armature, and we definitely live in that world. Has anyone tested LOA4 armatures with MPFB2?</div><div dir="auto"><br></div><div dir="auto">What are your use cases?</div><div dir="auto"><br></div><div dir="auto">John</div><div dir="auto"><br><div class="gmail_quote" dir="auto"><div dir="ltr" class="gmail_attr">On Tue, Jun 11, 2024 at 5:39 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div dir="auto">Okay, I think I can send glTF examples of Jin 20.</div><div dir="auto"><br></div><div dir="auto">It will take quite a bit more possible work to produce HAnim joints,segments and sites, but this work needs to be done, translating EMPTYs to something besides transforms.</div><div dir="auto"><br></div><div dir="auto">I will have to temporarily remove possible prefixes in HAnim DEFs so I can look up what to convert EMPTYs to. In otherwords, I think I can convert the EMPTYs to transforms already. I will have to create sets of HAnim joints, segments and sites to test against.</div><div dir="auto"><br></div><div dir="auto">This seems like a path forward.</div><div dir="auto"><br></div><div dir="auto">Two immediate products should be gltf output and non-hanim output.</div><div><br><div class="gmail_quote"></div></div><div><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Jun 11, 2024 at 12:38 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)"><div style="font-family:arial,sans-serif;font-size:12pt;color:rgb(0,0,0)"><p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">I think the most important is to figure out how to get blender to export the stuff we need, hierarchy, shapes, and animations. These are all gltf asset types that blender should support. We would like a direct export of x3d syntax, but the gltf will be testable since a couple of browsers say they can import. </p>
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<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">There should be a way to import the last transform hierarchy example you showed.</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">That is a fine example that should show some patterns in the blender data. </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Study the gltf assets along with other json to see what we can use. </p>
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<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">So, I would like to see import/export of last jin-like no geometry loa4 example skeleton I sent, but a main item to advance x3d hanim and blender would be to get the ASCII exports of gltf and related working. For the .blend or from the internal stores the basic stuff for hierarchy, geometry, and animation are in there just needing to be extracted. The gltf and related are supposed to help us get these data types. </p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Otherwise, the main item would be to either import or type in a testable loa4 hierarchy skeleton, then figure out how to export it back to x3d. It would be ok to settle for gltf instead of pure x3d syntax. </p>
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<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">What other work in x3d-to/from-blender is available?</p>
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<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Thanks,John.</p>
<p style="margin:0.1rem 0px;line-height:1;font-family:arial,sans-serif">Joe</p>
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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 10, 2024 1:13 PM<br>To: Carol McDonald <<a href="mailto:cemd2@comcast.net" target="_blank">cemd2@comcast.net</a>>, GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>>, Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>><br>Cc: Katy Schildmeyer KS APPAREL DESIGN <<a href="mailto:katy@ksappareldesign.com" target="_blank">katy@ksappareldesign.com</a>>, X3D Graphics public mailing list <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>><br>Subject: Re: Can you get this X3D animation imported into Blender?</p>
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<div dir="auto">First off, I asked for priorities to work on. Blender was one of the top priorities. So I’m working on it. If you are not interested, I will stop sending to you messages. Only a couple of people responded.</div></div><div style="border-left-width:1px;border-left-style:solid;box-sizing:border-box;padding:10px 0px 10px 15px;margin:0px;border-left-color:rgb(170,170,170)">
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<div dir="auto">If you have something higher priority than Blender, that you are invested in, please bring it up.</div>
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<div dir="auto">John</div>
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