[x3d-public] Makehuman x3d

Konstantin Smirnov konstantin.e.smirnov at gmail.com
Fri Nov 19 02:26:36 PST 2021


Thanks! I want to make it for logos. Restaurants. Simply convert to a good
three d also.

пт, 19 нояб. 2021 г., 03:18 Joseph D Williams <joedwil at earthlink.net>:

>
>
>    - Can I convert from Makehuman?
>    -
>
> Is question ‘can I convert from makehuman to x3d?’
>
>
>
> The answer is what do you have from makehuman?
>
>    1. Is there s ‘skin’ mesh?
>
> This data consists of a set of xyz coordinate points along with the
> automatic or declared definitions of polygons that define a continuous
> mesh? This is the deformable skin. If you know the xyz coordinates  of each
> point (vertex), its index (order it appears in the code), and how each
> point is connect to others to form a mesh, then that is the information you
> need for x3d.
>
>    1. Is there a skeleton?
>
> This consists of a hierarchy of joints and segments (bones) with xyz
> dimensions of the articulable joints able to be determined either by a
> given joint center or by finding a common location where the bones connect.
> If the hierarchy defines a realistic arrangement of joints then ’standard’
> x3d hanim animations might be directly usable.
>
>       (c)  Skeleton to skin vertex binding and weights?
>
> Is there a way to determine how any individual vertex can be affected by
> either moving the entire model, or by moving individual or multiple joints.
> Basically, is the skin rigged to be operated by animation of the skeleton,
> and if it is, can you edit those joint to vertex bindings and weights?
>
>    1. Reusable animation data?
>
> Can you figure out rotation of joints and orientation of segments in the
> pose prior  to animation? How to animate the skeleton by telling which
> joints to rotate at what time?
>
>
>
> Basically,  the same basic types of data is needed for any device driven
> by animating the skeleton. There are other ways to create animations, like
> maybe displace some vertices independently of any joint, but you must have
> a detailed understanding of the skin and skeleton to have most fun. This is
> also the data most painfully extracted from when and where ever the
> understandings come from in order to make something do things, and so may
> be most guarded. You might ask any x3d toolmaker if there is a usable
> import or similar example, or if Blender can import it.
>
> What do you need this model to do?
>
>
>
> Good Luck,
>
> Joe
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> *From: *Konstantin Smirnov <konstantin.e.smirnov at gmail.com>
> *Sent: *Tuesday, November 16, 2021 4:48 AM
> *To: *X3D-Public <x3d-public at web3d.org>
> *Subject: *[x3d-public] Makehuman x3d
>
>
>
> Hi
>
> Can I convert from Makehuman? To three d, also looking for chief cooker,
> Baker assets.
>
>
>
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