[X3D-Ecosystem] Ecosystem Minutes for Jan 13, 2026

Don Brutzman don.brutzman at gmail.com
Thu Jan 15 15:56:06 PST 2026


Yes, thanks for minutes, super helpful.  Sorry I missed the meeting, will
like more carefully for invitation for next meeting.

Some reactions:

a. The "Castle Skin node" is an extension for that player.  A number of us
looked carefully at that in a meeting.  There are some issues (e.g.
overloading HAnimHumanoid skin field with a new node name) and relevant
opportunities for further development to match the emerging examples for
Coveroid design (i.e. clothing and apparel matching a Humanoid).  It will
not be added as a draft node to the spec without further improvements, such
as naming and more general purpose and not adding "node bloat" if there is
no gap to be fixed.

   - [hanim] Michalis Kamburelis to describe glTF conversion to X3D as
   experimental Skin node; Friday 12 DEC 2025, 09-1000 pacific
   -
   https://web3d.org/mailman/private/h-anim_web3d.org/2025-December/002563.html
   - I thought we recorded it on YouTube but am not finding link...

b. As you map various Maya materials to X3D, please use the existing
standard PBR nodes: PhysicalMaterial
<https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4.1-CD/Part01/components/shape.html#PhysicalMaterial>
and UnlitMaterial
<https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4.1-CD/Part01/components/shape.html#UnlitMaterial>.
As you do each of your conversion exports, please consider creating a
simple set of test cases (Maya source or glTF source) that we can publish
in the X3D Example Archives.  Such examples always answer a lot of
questions.

With the addition of Tangent node and EnvironmentLight nodes in X3D draft
v4.1, we really have immense overlap and interoperability with glTF.

c.  Thanks for returning Holger's X_ITE work on

   - https://web3d.org/pipermail/x3d-public_web3d.org/2024-June/020587.html
   - https://create3000.github.io/x_ite/laboratory/gltf-sample-viewer

Recommendation:  let's convert all of the materials into a new examples
directory, making them easily available for Inline IMPORT or prototype
reuse in other X3D scenes.

Example approaches we did back in VRML days, still working (with material
choices selectable, embedded in X3D-Edit authoring tool):

   - X3D Example Archives: Basic, Universal Media Materials
   -
   https://www.web3d.org/x3d/content/examples/Basic/UniversalMediaMaterials

and even

   - X3D Example Archives: Basic, Universal Media Panoramas
   -
   https://www.web3d.org/x3d/content/examples/Basic/UniversalMediaPanoramas

We have amazing capabilities in X3D and HAnim, happy to demonstrate
continuing improvement.  Have fun!  😀

all the best, Don
-- 
X3D Graphics, Maritime Robotics, Distributed Simulation
Relative Motion Consulting  https://RelativeMotion.info


On Wed, Jan 14, 2026 at 4:13 AM Michalis Kamburelis via X3D-Ecosystem <
x3d-ecosystem at web3d.org> wrote:

> Thanks for the minutes! It was good to see you all.
>
> From my side, I confirm the TODOs for me recorded in the minutes (1. allow
> Group in Skin.shapes, 2. material extensions). Stay tuned :)
>
> Regards,
> Michalis
>
> On Tuesday, January 13th, 2026 at 18:48, Bergstrom, Aaron via
> X3D-Ecosystem <x3d-ecosystem at web3d.org> wrote:
>
> All,
>
>
>
> You can find the Ecosystem Minutes for today’s meeting here:
>
>
> https://docs.google.com/document/d/1AbYjCP1s25fSXqx6Xt-_uQ6dVSKVYpNzqbTlwWS6p8s/edit?usp=drive_link
>
>
>
> Topics included:
>
>    - Global / Scoped Lighting in regard to DCC meshes with multiple
>    materials that get exported as separate “Shape” nodes.
>    - PBR Discussions with the glTF DamanagedHelmet example in Maya
>    - Character Joint Heirarchies / Center Fields
>
>
>
> Aaron
>
>
> --
> X3D-Ecosystem mailing list
> X3D-Ecosystem at web3d.org
> http://web3d.org/mailman/listinfo/x3d-ecosystem_web3d.org
>
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