[X3D-Ecosystem] Tried another tack with blender loader
John Carlson
yottzumm at gmail.com
Fri Jul 5 09:37:48 PDT 2024
Here's another picture with LineSets more visible, and visible empties.
After that, I present Jin 11g.
[image: image.png]
Here's Jin 11g. Note how most of the geometry is outside of hanim_JinLOA4S,
and in HudXform. I'd like to solve the Humanoid *animation* problem
before solving the DEF/USE problem, if possible. The sample program for
the simple thing I'm trying to achieve, proper *animation* of Humanoids,
with Sites, Segments and Joints. Hopefully, we can create a humanoid
example with animation and less reliance on USE nodes. LOA4 is okay, we
just need a lot fewer uses of USE. Thanks!
[image: image.png]
Here are the rotating empties, without any geometry with Jin 11g:
https://coderextreme.net/RotatingEmpties.mp4
I have yet to conquer the DEF/USE issue, so a non-USE (except for joints,
segments and sites fields--I ignore those) would be useful. I believe the
importer already handles DEF/USE. I'm trying to work on animation.
Further progress will probably mean going back to the Blender importer, it
has much better handling of DEF/USE, perhaps.
What I will do is work on a standard LOA4 skeleton without USE, and try to
add animation.
John
On Fri, Jul 5, 2024 at 7:23 AM John Carlson <yottzumm at gmail.com> wrote:
> I decided to hide the empties (HAnim*, Transform, Group) and also try
> another example:
>
> HAnim2SpecificationLOA3Illustrated.x3d
>
> The result is just minus a bit of coloring, and I've just been working on
> Appearance and Material , but apparently I need to add Color and ColorRGBA
> as well, since they are separate from Appearance and Material, I guess.
>
> I just wanted to show that progress was possible!
>
> [image: image.png]
>
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