[x3d-public] PBR in X3D4 using glTF and import as Inline

John Carlson yottzumm at gmail.com
Thu Mar 31 13:00:40 PDT 2022


Joe, I’m pretty sure X_ITE is a player and Titania is the authoring system.
  I believe that Titania is X3D native.

Good luck!

John

On Thu, Mar 31, 2022 at 2:47 PM Joseph D Williams <joedwil at earthlink.net>
wrote:

> TODO. Work in-progress.
>
>    - into TimeSensor + CoordinateInterpolator. This means that at
>    runtime, we just do CoordinateInterpolator animation, not skinned mesh
>    animation anymore. *This is not the final solution*. Although in
>    practice it works very nicely:
>
>
>
> … For making videos
>
>
>
>    - Still, there are some big drawbacks:
>
>
>    - You can no longer transform bones (just Transform nodes) to modify
>    skin at runtime
>
> So, the gltf folks aren’t telling us how they recommend to setup a gltf
> file for realtime skeleton-driven skin animations? They are only storing
> data showing something that allows a fixed interpolator displacements for
> the skin?  Not surprising because the real animations hidden in the
> delivery of this type of interpolated skin gltf is some of the hardest to
> develop and stuff most wanted to keep hidden.
>
> I hope all can sidestep this skeleton-driven skin animation deficit of the
> current gltf and get all browsers doing Hanim. Actual implementation of
> animation technique designed to produce realltime anytime interactive
> animation of shapes and skins.
>
>    - The memory use of long-running animation is significant
>
> Lots better than just outputting complete frames of pixels for the video,
> which was once the best we could get.
>
>    - In CGE we have also implemented H-Anim, which is X3D way of doing
>       skinned mesh animation.
>
> I think it is just the x3d way of encoding skeleton-driven skin animations
> as proven by years of implementations driving this technique for realtime,
> and really, also the Displacer animations. When this is mastered, I think
> it will give clues to how to encode a gltf example humanoid. For example,
> when storing a file for a humanoid using gltf, it might include the matrix
> at issue that was computed by the author tool and used directly by the
> runtime tool. Otherwise, doing the level2 skeleton-driven skin animation
> has always been heavy learning for every x3d browser maker willing to take
> the step.
>
> To me this also shows that we need to turn this around a bit an develop
> some gltf tuned for x3d. How much easier it is to read and organize user
> code when I can just reference a json file to hold data and thus clean up
> my listing.
>
>    - If any major 3D authoring software becomes capable of exporting to
>       H-Anim,
>
> BSContact? VIZX3D, xite? 3dsmax? You mean if any major authoring software
> extends themselves from making videos and moves towards realtime
> interactive live scenegraph simulations?
>
> Thanks,,
>
> Joe
>
>
>
>
>
>
>
>
>
> *From: *Michalis Kamburelis <michalis.kambi at gmail.com>
> *Sent: *Wednesday, March 30, 2022 4:19 PM
> *To: *Joseph D Williams <joedwil at earthlink.net>
> *Cc: *X3D Graphics public mailing list <x3d-public at web3d.org>
> *Subject: *Re: [x3d-public] PBR in X3D4 using glTF and import as Inline
>
>
>
> This is all documented on
>
> https://github.com/michaliskambi/x3d-tests/wiki/Converting-glTF-to-X3D
>
> .
>
>
>
> It is linked from the bottom of
>
>
> https://github.com/michaliskambi/x3d-tests/wiki/2022-Talk-About-X3D-PBR-glTF
>
> :)
>
>
>
> Regards,
>
> Michalis
>
>
>
> czw., 31 mar 2022 o 00:05 Joseph D Williams <joedwil at earthlink.net>
> napisał(a):
>
> >
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> >
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> >
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> >
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> >
>
> > HI All, Thanks Michalis, for the show. PBR stuff very impressive and
> looking usable. For the gltf files imported as Inlines, I hope you will
> show more about how you  extract the data from tha gltf node file to create
> the model as an Inline. Which fields of the gltf node file are used to
> create what at least must be a Shape with some sort of geometry and colors?
> Where does the mesh and color come from and how to use this to create the
> vizualized model? Also the animations. How to generate the behavior model
> from what is in the gltf file(s)?
>
> >
>
> >
>
> >
>
> > Thanks Again for the presentation.
>
> >
>
> > Joe
>
> >
>
> >
>
> >
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> >
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> >
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> >
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> >
>
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>
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>
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>
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