[X3D-Public] Announcement: view3dscene 3.8.0
Joe D Williams
joedwil at earthlink.net
Fri Jan 7 18:50:24 PST 2011
> Hm, so my only advice is: you have to use explicit texture coords to
> get the result you desire. At least view3dscene and InstantReality
> require it. I tried testing with other browsers: xj3d maps the
> texture in some > other different way (incompatible with both BS
> Contact and view3dscene / InstantReality results) and FreeWRL
> doesn't animate humanoid at all.
OK, please add Octaga into your checklist. Last I checked it did not
animate the skin.
Just so I understand, BSContact must be in error because the texture
sticks to the same vertex as the original binding when the skin is
animated.
The alternative is that either the skin 'swims' throught the texture,
or I need texture coordinates special for every skin pose.
Again, the effect I was looking for is the same as when I might put a
texture on a shape then attach the shape to a segment. When the
segment moves, then the texture stays stuck as it moves. The purpose
of the deformable skin was to eliminate the seams between these
individual parts and and animate the skin seamlessly by rotation and
displacement of the joints.
So, before I take the next step, please tell me your thoughts about
how I could get this to work as it appears in BSContact, that is where
it appears that the texture is bound at initialization and stays stuck
to the appropriate verted as the skin is animated.
Thank Again and Best Regards,
Joe
----- Original Message -----
From: "Michalis Kamburelis" <michalis.kambi at gmail.com>
To: "Joe D Williams" <joedwil at earthlink.net>
Cc: "x3d-public" <x3d-public at web3d.org>
Sent: Friday, January 07, 2011 12:27 PM
Subject: Re: [X3D-Public] Announcement: view3dscene 3.8.0
> Joe D Williams wrote:
>> OK, Michelis, Thanks for the response.
>> I think I understand what you said.
>> I have depended upon default texture mapping and also depended that
>> the
>> texture pixel stayed stuck to the same vertex when the mesh is
>> moved
>> under control of the joint or parent(s). I didn't think the mapping
>> would be recomputed each frame, and that the initial mapping would
>> stick
>> until I actually changed it.
>
> Ah, after reading this and seeing the screenshot, I understand the
> problem. You want the texture mapping to stay stuck. But it's not
> how it
> works, at least in view3dscene and InstantReality (so I'm not the
> only
> one who implemented it this way :) I'd say this looks more like a
> bug in
> BS Contact (possibly they calculate and store the tex coords in CPU,
> and
> do it only once). The spec isn't clear about this, but I would say
> that
> view3dscene and InstantReality behavior is more natural here. For
> tex
> coord generation, you want the shape to "swim" through the texture.
> If
> you want the texture to stay stuck, then assign explicit texture
> coords.
>
> In my previous answer, I thought that you're aware that geometry
> "swims"
> through the shape, and you only want the determination which axis is
> largest / 2nd largest, for the sake of automatic texture mapping on
> IndexedFaceSet, to be done only once. Looking at InstantReality,
> they
> seem to do it like that, so I also changed view3dscene to follow it.
> You
> can grab view3dscene binary from nightly builds
> (http://michalis.ii.uni.wroc.pl/vrmlengine-snapshots/ ) and replace
> with
> it the binary inside released view3dscene 3.8.0, to test :)
>
> So the texture mapping on your JoeH-AnimKick0a.x3dv in view3dscene
> behaves exactly like in InstantReality at least.
>
>> The idea of me attempting a texture transform to try and chase the
>> mesh
>> around did not even enter my plans, ever, except for more realistic
>> multitexture/lights/reflections/refractions/raytracing advanced
>> stuff
>> and even shaders, like for real tears.
>
> I wasn't suggesting anything too involved. Simply
>
> texCoord TextureCoordinateGenerator { mode "COORD" }
>
> inside IndexedFaceSet and
>
> textureTransform TextureTransform { rotation 1.57 }
>
> inside Appearance give the similar effect as the default mapping.
> However, the object "swims" through the texture --- I understand now
> that this is not what you want.
>
> Hm, so my only advice is: you have to use explicit texture coords to
> get
> the result you desire. At least view3dscene and InstantReality
> require
> it. I tried testing with other browsers: xj3d maps the texture in
> some
> other different way (incompatible with both BS Contact and
> view3dscene /
> InstantReality results) and FreeWRL doesn't animate humanoid at all.
>
> Michalis
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