[X3D-Ecosystem] Thought on X3D -> MuJoCo

John Carlson yottzumm at gmail.com
Wed Dec 10 05:23:32 PST 2025


My current thought is to export X3D as MuJoCo using X3DPSAIL, with any
added MuJoCo "niceities" added to the X3DPSAIL API, and provide another X3D
encoding export method called MuJoCo() for lack of a better name.  Perhaps
I will subclass existing X3D stuff and add the MuJoCo methods.  So I'm
looking at extending X3DUOM to include MuJoCo's unique features.  This will
provide a smooth migration for X3DPSAIL and X3DUOM to an eventual soft body
physics standard (currently avoiding HAnim), if anything doesn't already
exist.

Does this approach sound feasible, without consideration for
computationally expensive actions?

So the main thing would be to subclass or complement existing X3D nodes.  I
expect that existing X3D field types can be used.

I don't quite know what will happen to x3d.py, but I might require
assistance on the X3DPSAIL generating stylesheet.

My first plan is to use the X3DUOM.xsd to create a fully MuJoCo-compatible
object model using the schema.  Then, I will attempt to combine the
MuJoCo-COM with X3DUOM.  Then I will attempt to create X3DMUJOCOSAIL.

Then, the task of integrating MuJoCo and X3D begins, by unifying MuJoCo-COM
with X3DUOM.

Thus we will be following a similar method that we took when we added
glTF's PBR Next to X3DUOM.  Once the neo-X3DUOM is created, and
neo-X3DPSAIL is done, we will move to JavaScript, Pascal, Java, C++ and
other languages.

Another approach might be to plaster a x3d.py compatible layer on the
MuJoCo python API, (or Java, I guess)..

Hmm!

John
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