[X3D-Ecosystem] As previously discussed. Bone handling
John Carlson
yottzumm at gmail.com
Thu Dec 26 21:25:53 PST 2024
Here's a slightly more interesting dual hierarchy import, with some
duplicate nodes. I'll have to research where they are coming from.
[image: image.png]
On Thu, Dec 26, 2024 at 10:28 PM John Carlson <yottzumm at gmail.com> wrote:
> Here's the first attempt at a dual hierarchy import (seriously) of Joe
> Skin, update 3. Note that there's no transform :"Joe_humanoid_root" yet.
> Note that Joe_sacrum and Joe_RootFront are under Joe_humanoid,
> AxisLineShape is inside Joe_RootFront (inside the Humanoid), so that's why
> the AxisLineShape gets assigned to the skin on export. But I don't know
> why there are 4 axis line shapes yet.
>
> Also note that the animations are assigned to the empties (transforms),
> not the bones. The vertex_groups hang off the IFS.
>
>
>
> [image: image.png]
>
> On Thu, Dec 26, 2024 at 7:26 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> I will soon modify my Blender importer to add a joint hierarchy of empty
>> objects under the armature that refers to blender bones that i currently
>> add for joints under the armature. I am doing this primarily as
>> optimization. I will quickly be able to find the bone_parent of the empty
>> object, plus have a place to hang segments and sites without confusion of
>> figuring out which segment goes with each bone. The empty objects will map
>> one for one with the bones. If there’s no skin field, I will seriously
>> consider deleting all bones. If there’s a skin field, i will seriously
>> consider deleting all joint empty objects. Then we will also consider
>> Hanim exports with and without bones to decide what to do. Obviously, we
>> only want one joint hierarchy on output.
>>
>> This seems like a good approach to handle both skinning and site/segment
>> geometry.
>>
>
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