[X3D-Ecosystem] Nearly post mortem
John Carlson
yottzumm at gmail.com
Thu Jul 4 14:13:38 PDT 2024
I think the back is being loaded, and the text, but it’s difficult to
navigate to in Blender.
Here are examples. There’s currently two source codes, one for
localLOAminus1.x3d and one for the rest.
The bat script should run everything.
https://github.com/coderextreme/X3DJSONLD/tree/master/blend/localtest
John
On Thu, Jul 4, 2024 at 11:11 AM Joe D Williams <joedwil at earthlink.net>
wrote:
> Hi John,
>
> what tool gives you this error. The ifs is legal and serves as back for
> the menu, making it easier to click.
>
> Joe
>
>
>
> -----Original Message-----
> From: John Carlson <yottzumm at gmail.com>
> Sent: Jul 4, 2024 3:00 AM
> To: Joe D Williams <joedwil at earthlink.net>
> Subject: Re: Nearly post mortem
>
>
> The problem with Jin 11f, Jin 11g, and JinConcat11f.x3d is the
> following IndexedFaceSet:
>
> <IndexedFaceSet DEF='Backing' coordIndex='0 1 2 3 -1'>
> <Coordinate point='-0.2 -0.25 -0.01 3 -0.25 -0.01 3 1
> -0.01 -0.2 1 -0.01'/>
> </IndexedFaceSet>
>
> Commenting this out allows the file to load.
>
> The issue is that the IndexedFaceSet specifies a quad instead of a tri. I
> will look into it.
>
> Good test, Joe.
>
> John
>
> On Thu, Jul 4, 2024 at 1:37 AM John Carlson <yottzumm at gmail.com> wrote:
>
>> This is what I'm faced with.
>>
>> Error : EXCEPTION_ACCESS_VIOLATION
>> Address : 0x00007FF6096ED1FB
>> Module : blender.exe
>> Thread : 00003cb8
>> Writing: C:\Users\john\AppData\Local\Temp\blender.crash.txt
>> runlocalfinal.sh: line 2: 26084 Segmentation fault /c/Program\
>> Files/Blender\ Foundation/Blender\ 4.1/blender.exe --verbose 3 --python
>> localfinal.py
>>
>> The blender.crash.txt file is zero size.
>>
>> I'm going to try to update blender.
>>
>> John
>>
>> On Thu, Jul 4, 2024 at 12:58 AM Joe D Williams <joedwil at earthlink.net>
>> wrote:
>>
>>> Hi John,
>>>
>>> Use this we can work on cancat later
>>>
>>> Joe
>>>
>>> -----Original Message-----
>>>
>>> From: John Carlson <yottzumm at gmail.com>
>>> Sent: Jul 3, 2024 9:18 PM
>>> To: Joe D Williams <joedwil at earthlink.net>
>>> Subject: Re: Nearly post mortem
>>>
>>>
>>> Okay, but I will have to strip out commas, barebones loader doesn't like
>>> that.
>>>
>>> John
>>>
>>> On Wed, Jul 3, 2024 at 8:58 PM Joe D Williams <joedwil at earthlink.net>
>>> wrote:
>>>
>>>> > (concatenated animation version).
>>>>
>>>>
>>>>
>>>> Forget this concat for this development for now. Your version of the
>>>> code is too much and that mode is the only one to select. Your cat code is
>>>> extreme and bigger than all the rest. We can work on it but for now just
>>>> jin11 series for now with no concat - just too big and not integrated with
>>>> rest of menu.
>>>>
>>>>
>>>>
>>>> Thanks,
>>>>
>>>> Joe
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> -----Original Message-----
>>>> From: John Carlson <yottzumm at gmail.com>
>>>> Sent: Jul 3, 2024 6:52 PM
>>>> To: Joe D Williams <joedwil at earthlink.net>
>>>> Cc: Carol McDonald <cemd2 at comcast.net>, GPU Group <gpugroup at gmail.com>,
>>>> Katy Schildmeyer <katy at ksappareldesign.com>, Michalis Kamburelis <
>>>> michalis.kambi at gmail.com>, <x3d-ecosystem at web3d.org>
>>>> Subject: Re: Nearly post mortem
>>>>
>>>>
>>>> All is well, Joe, the humanoid just needs be animated. I need to
>>>> figure out why memory allocations are failing on Jin 11f mesh (concatenated
>>>> animation version).
>>>>
>>>> On Wed, Jul 3, 2024 at 8:44 PM Joe D Williams <joedwil at earthlink.net>
>>>> wrote:
>>>>
>>>>> > What I have discovered in my journeys is to that locations seem to
>>>>> added together, such that if humanoid_root not at 0,0,0, then it gets added
>>>>> to sacroiliac, etc.
>>>>>
>>>>>
>>>>>
>>>>> it is because your transform hierarchy is wrong. The translation for
>>>>> one is adding to another so the hierarchy is adding srong.
>>>>>
>>>>> Joe
>>>>>
>>>>> -----Original Message-----
>>>>> From: Katy Schildmeyer <katy at ksappareldesign.com>
>>>>> Sent: Jul 2, 2024 6:45 PM
>>>>> To: John Carlson <yottzumm at gmail.com>
>>>>> Cc: Carol McDonald <cemd2 at comcast.net>, GPU Group <gpugroup at gmail.com>,
>>>>> Joe D Williams <joedwil at earthlink.net>, Michalis Kamburelis <
>>>>> michalis.kambi at gmail.com>, <x3d-ecosystem at web3d.org>
>>>>> Subject: Re: Nearly post mortem
>>>>>
>>>>>
>>>>> John,
>>>>>
>>>>> Let me know if you are free tonite or tomorrow to just jump on a call
>>>>> with jin. I may have some ideas. Dunno if they will go against what you are
>>>>> trying for, but worth a review. Let me know what works for you!
>>>>>
>>>>>
>>>>> Katherine Schildmeyer
>>>>> KS Apparel Design & Consulting
>>>>> www.ksappareldesign.com
>>>>> PH: 503-367-4856
>>>>> *This message and accompanying documents are covered by the Electronic
>>>>> Communications Privacy Act, 18 U.S.C. §§ 2510-2521, and contains
>>>>> information intended for the specified individual(s) only. This information
>>>>> is confidential. Unless stated to the contrary, any opinions or
>>>>> comments are personal to the writer and do not represent the official view
>>>>> of the company. If you are not the intended recipient or an agent
>>>>> responsible for delivering it to the intended recipient, you are hereby
>>>>> notified that you have received this document in error and that any review,
>>>>> dissemination, copying, or the taking of action based on the contents of
>>>>> this information is strictly prohibited. If you have received this
>>>>> communication in error, please notify us immediately by e-mail, and delete
>>>>> the original message.
>>>>>
>>>>> On Mon, Jul 1, 2024 at 10:43 PM John Carlson <yottzumm at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> I also think that HAnim export may remain viable, but will be
>>>>>> joints+skin based, until Blender or an extension raises the game.
>>>>>>
>>>>>> Any examples to the otherwise welcome.
>>>>>>
>>>>>> I think we should perhaps focus on authoring tools which produce
>>>>>> segments and sites, and provide conversion to X3D in the short term, like
>>>>>> WinterAndSpring.
>>>>>>
>>>>>> But I’ll try delta transforms first.
>>>>>>
>>>>>> John
>>>>>>
>>>>>> On Mon, Jul 1, 2024 at 11:21 PM John Carlson <yottzumm at gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> If delta transforms don’t work, I’m willing to say that Joint
>>>>>>> centers won’t work without Blender bones, which probably means we should
>>>>>>> focus on joints+multiple skins (clothes), and find another tool to hook
>>>>>>> sites to segments to joints. Further development on the Blender addon
>>>>>>> should be focused on more fruitful areas, like PBR import/export, or
>>>>>>> revamping Blender itself, to suit X3D requirements (the latter is beyond my
>>>>>>> interest, skill and pay grade, I don’t do C++ debugging like a lowly paid
>>>>>>> game developer. My interest might be piqued by a 5 year, 1.25 million
>>>>>>> contract with benefits, and then I would probably die. What’s the point?)
>>>>>>> Systems which already support X3D could be employed to develop an authoring
>>>>>>> system (CGE, Sunrize, Titania, Flux???). I’d consider working with Pascal
>>>>>>> and JavaScript, pro bono. Pascal looks a lot more sane than C++.
>>>>>>>
>>>>>>> There might be a way to hook armatures into joints, sites and
>>>>>>> segments, without Blender bones, but don’t ask me how to animate that
>>>>>>> behemoth yet. I think we’re more likely to have success converting sites
>>>>>>> and segments to Blender bones in addition to joints, but I don’t know how
>>>>>>> to hook Transforms or Groups to Blender bones, so no go. At this point, i
>>>>>>> don’t quite know how to hook armature to anything but Blender bones and
>>>>>>> mesh.
>>>>>>>
>>>>>>> If someone can make available a blender file which shows something
>>>>>>> else, that would probably be a step forward.
>>>>>>>
>>>>>>> One could also take the approach that animation should not be done
>>>>>>> in Blender, but I’m already hearing rumblings of KHR_interactivity being
>>>>>>> implemented.
>>>>>>>
>>>>>>> Note that when I went for #beginner-help on Blender Discord, no one
>>>>>>> wanted to help with X3D.
>>>>>>>
>>>>>>> If I get go ahead to convert sites and segments to Blender bones, I
>>>>>>> will go ahead with that.
>>>>>>>
>>>>>>> The reason why our initial Blender examples worked was because the
>>>>>>> nesting of transforms went in one direction. I’m pretty sure if the
>>>>>>> centers go one way, then the reverse, one will need delta transforms or
>>>>>>> non-nested transforms. I would welcome this X3D example being developed.
>>>>>>>
>>>>>>> Overall, it looks like I got extremely lucky that gramps worked in
>>>>>>> Blender, and I could export him.
>>>>>>>
>>>>>>> All the problems probably go away without a hierarchy.
>>>>>>>
>>>>>>> Anyway, after delta transforms, I’ll be looking for some direction.
>>>>>>> If they work, then I see a path forward for sites and segments.
>>>>>>>
>>>>>>> John
>>>>>>>
>>>>>>> On Mon, Jul 1, 2024 at 10:10 PM John Carlson <yottzumm at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> What I have discovered in my journeys is to that locations seem to
>>>>>>>> added together, such that if humanoid_root not at 0,0,0, then it gets added
>>>>>>>> to sacroiliac, etc. that is, if you go down the leg or arm, they will go
>>>>>>>> upwards in Y, despite perfect location values appearing in Blender. It
>>>>>>>> probably doesn’t help to do any kind of coordinate swapping or matrix_local
>>>>>>>> vs matrix_world. What I will look into is doing delta transforms next,
>>>>>>>> subtracting child center from parent center and assigning to delta
>>>>>>>> location. Another way to solve this is provide a flat transform hierarchy.
>>>>>>>>
>>>>>>>> I will check in an example which shows this—eventually.
>>>>>>>>
>>>>>>>> Anyway, I’m discovering new ways to curse at AI, finally taking
>>>>>>>> over from them, despite luring them with $20/month. Probably
>>>>>>>> you.com is better for the end user and worse for the AI provider.
>>>>>>>> It just seems like you.com could be blocked by the AI providers.
>>>>>>>>
>>>>>>>> Blender’s not much better than AI.
>>>>>>>>
>>>>>>>> John
>>>>>>>>
>>>>>>>> On Mon, Jul 1, 2024 at 4:06 PM John Carlson <yottzumm at gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> I have revamped the examples and created a bat script to run the
>>>>>>>>> python along with showing the examples in castle-model-viewer. Enjoy!
>>>>>>>>>
>>>>>>>>> X3DJSONLD/blend/localtest at master · coderextreme/X3DJSONLD
>>>>>>>>> (github.com)
>>>>>>>>> <https://github.com/coderextreme/X3DJSONLD/tree/master/blend/localtest>
>>>>>>>>>
>>>>>>>>> I'm still working on JinLOA1, showing that centers AND geometry
>>>>>>>>> can be loaded properly, while also nesting HAnimJoints in Blender, and
>>>>>>>>> ignoring joints and segments fields in HAnimHumanoid.
>>>>>>>>>
>>>>>>>>> I feel a bit like John C. from Terminator, saving humanoids from
>>>>>>>>> SkyNet.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, Jun 29, 2024 at 10:08 PM John Carlson <yottzumm at gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Yes, except for JinLOA1scaled1.x3d. Don’t import with the .x3d
>>>>>>>>>> addon, use the provided python and change the file name. The default addon
>>>>>>>>>> does not handle ROUTEs.
>>>>>>>>>>
>>>>>>>>>> I will double check the files.
>>>>>>>>>>
>>>>>>>>>> John
>>>>>>>>>>
>>>>>>>>>> On Sat, Jun 29, 2024 at 6:29 PM Katy Schildmeyer <
>>>>>>>>>> katy at ksappareldesign.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> John, are there supposed to be animations on these when I press
>>>>>>>>>>> play for them in blender? Otherwise I see the centers and hierarchy when I
>>>>>>>>>>> import as x3d. Will also test in c4d and etc.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> Katherine Schildmeyer
>>>>>>>>>>> KS Apparel Design & Consulting
>>>>>>>>>>> www.ksappareldesign.com
>>>>>>>>>>> PH: 503-367-4856
>>>>>>>>>>> *This message and accompanying documents are covered by the
>>>>>>>>>>> Electronic Communications Privacy Act, 18 U.S.C. §§ 2510-2521, and contains
>>>>>>>>>>> information intended for the specified individual(s) only. This information
>>>>>>>>>>> is confidential. Unless stated to the contrary, any opinions or
>>>>>>>>>>> comments are personal to the writer and do not represent the official view
>>>>>>>>>>> of the company. If you are not the intended recipient or an
>>>>>>>>>>> agent responsible for delivering it to the intended recipient, you are
>>>>>>>>>>> hereby notified that you have received this document in error and that any
>>>>>>>>>>> review, dissemination, copying, or the taking of action based on the
>>>>>>>>>>> contents of this information is strictly prohibited. If you have received
>>>>>>>>>>> this communication in error, please notify us immediately by e-mail, and
>>>>>>>>>>> delete the original message.
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Jun 29, 2024 at 5:18 AM John Carlson <yottzumm at gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> I appear to have solved the problem with the Blender X3D addon
>>>>>>>>>>>> (crosses fingers).
>>>>>>>>>>>>
>>>>>>>>>>>> Perhaps someone is willing to do a final test before I attempt
>>>>>>>>>>>> to incorporate it into a Blender addon.
>>>>>>>>>>>>
>>>>>>>>>>>> I will next try the example on Hanim Jin 20c for loading into
>>>>>>>>>>>> Blender.
>>>>>>>>>>>>
>>>>>>>>>>>> Thanks for your support.
>>>>>>>>>>>>
>>>>>>>>>>>> John
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>
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