[X3D-Ecosystem] PREF_FLAT True or False?

John Carlson yottzumm at gmail.com
Thu Nov 7 02:59:36 PST 2024


I finally got "JoeKick" position interpolator working:

coderextreme.net/BlenderJoePositionInterpolator.mp4

I tried to get a TextureTransform working without luck.  It's a blender
material node thing.

I'm going to to work on vertex painting next.  I'm not sure if the Blender
Python API has that feature.

Then I'll work on HAnimDisplacer.

John

On Wed, Nov 6, 2024 at 1:23 PM Joe D Williams <joedwil at earthlink.net> wrote:

> > I should treat some HAnim like Transforms
>   All Humanoid, Joint, Segment, and Site are all based on Transform. Joe
>
>
>
> -----Original Message-----
> From: John Carlson <yottzumm at gmail.com>
> Sent: Nov 6, 2024 4:04 AM
> To: Katy Schildmeyer KS APPAREL DESIGN <katy at ksappareldesign.com>, X3D
> Ecosystem public discussion <x3d-ecosystem at web3d.org>, Joe D Williams <
> joedwil at earthlink.net>, Carol McDonald <cemd2 at comcast.net>, Michalis
> Kamburelis <michalis.kambi at gmail.com>, <hanim at web3d.org>
> Subject: PREF_FLAT True or False?
>
>
> Would you like to choose between a hierarchy of Transforms vs. no
> Transforms when importing X3D files in Blender?  I’ve got some X3D that
> works one way and others that work the other way.  It’s know it’s
> confusing.  It’s kind of dependent on whether there’s HAnim nodes or not.
> I know I should treat some HAnim like Transforms, but now, I’m not sure.
> I’m working on a pull request.
>
> Sometimes maleWaving.x3d breaks into many pieces. It has no HAnim,  so I
> make PREF_FLAT True, and all is ok.
>
>
>
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