[x3d-public] HAnim and glTF skins

Andreas Plesch andreasplesch at gmail.com
Fri Nov 30 05:46:24 PST 2018


On Thu, Nov 29, 2018, 11:33 PM Joseph D Williams <joedwil at earthlink.net
wrote:

>
> Andreas:
>
>
>
>    - Implementing HAnim vertex wise deformation ultimately needs to be in
>    vertex shaders. This may actually mean using a glTF skin representation
>    since it is perhaps more shader friendly.
>
>
>
> Please don’t mess with the hanim user code syntax. Sure, the gltf skin
> representation may be best for a certain runtime but the hanim syntax is
> the best for authoring and documentation. It would be up to the runtime to
> take the x3d and reformat it for the target hw. Figuring out how to import
> the gltf is the important part, not changing x3d hanim syntax.
>

This was thinking out loud about _implementation_, not declarative syntax.
HAnim has to be implemented, and in the end it may actually make more sense
for GPU purposes to shape the HAnim data into a glTF form.

Andreas

Thanks,
>
> Joe
>
>
>
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