[X3D-Ecosystem] As previously discussed. Bone handling

joedwil at earthlink.net joedwil at earthlink.net
Sun Dec 29 13:55:31 PST 2024


the dual hierarchy is something lame blender needs, not x3d. 

-----Original Message-----
From: John Carlson <yottzumm at gmail.com>
Sent: Dec 26, 2024 9:26 PM
To: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org>, Joe D Williams <joedwil at earthlink.net>, Katy Schildmeyer KS APPAREL DESIGN <katy at ksappareldesign.com>, Carol McDonald <cemd2 at comcast.net>
Subject: Re: As previously discussed. Bone handling

Here's a slightly more interesting dual hierarchy import, with some duplicate nodes.  I'll have to research where they are coming from. 



On Thu, Dec 26, 2024 at 10:28 PM John Carlson <yottzumm at gmail.com (mailto: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.
 
 
 





On Thu, Dec 26, 2024 at 7:26 PM John Carlson <yottzumm at gmail.com (mailto: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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