[X3D-Ecosystem] Ecosystem Minutes for Jan 13, 2026
Joe D Williams
joedwil at earthlink.net
Fri Jan 16 09:01:30 PST 2026
> overloading HAnimHumanoid skin field with a new node name
Please don't think that way. This prospective node must be aimed at Part 2 as an import of a glTF model that is just an extension of BVH. It has a skeleton (relative joint locations) and the rest, but it is not an HAnim skeleton so it should be imported like a BVH in Part 2,
Thanks,
Joe
-----Original Message-----
From: John Carlson via X3D-Ecosystem <x3d-ecosystem at web3d.org>
Sent:
To: X3D Ecosystem public discussion <x3d-ecosystem at web3d.org>
Subject: Re: [X3D-Ecosystem] Ecosystem Minutes for Jan 13, 2026
Thanks, Don, for the reference to Holger’s work. As of a month ago, the export of “Future Bike” is still not exporting well from Blender because there are 2 hierarchies, one for transforms+meshes, and one for bones(joints)+meshes. Parenting a mesh to a bone apparently works on export, but animations also are laggard. Eventually, we will want to parent HAnimSegments and HAnimSites that are not quite in Blender yet to bones(joints).
I will continue with this problem until I give up, if anyone wants to lend a hand.
On Thu, Jan 15, 2026 at 5:57 PM Don Brutzman via X3D-Ecosystem <x3d-ecosystem at web3d.org (mailto:x3d-ecosystem at web3d.org)> wrote:
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://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 (mailto: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 (mailto: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
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