[x3d-public] Makehuman models

Konstantin Smirnov konstantin.e.smirnov at gmail.com
Thu May 5 12:25:28 PDT 2022

Awesome, thanks! I've seen it's possible to convert to obj

чт, 5 мая 2022 г., 21:13 Joseph D Williams <joedwil at earthlink.net>:

> from what I can see, from the freely available example author interaction
> user code, at the first level you can pick a skeleton and a continuous mesh
> deformable skin, establish skeleton-skin animation bindings, define special
> features of the skin using a library of typical vertex offsets for the
> feature on this character, control colors and textures, posing the skeleton
> and skin, adding accessories, and then think about how to animate the
> character. The skeleton examples are not quite any exactly x3d hanim but
> look to abe as complete in some interesting parts as hanim loa4 (they got
> feet). To me, it looks very possible to create a ‘standard’ x3d humanoid
> using makehuman encodings which might improve the spine, hip neck, and
> shoulders articulation, along with creating bindings to several example
> skins.
> Most of the documentation and general user interface consists of json/gltf
> or similar text files defining properties of elements of the skeleton and
> skin and accessories as input to a device that connects everything up to
> produce a result suitable for includion into a scenegragh, if you had the
> data.  Of course the data needed is the skeleton hierarchy, the skin mesh,
> and various index and weight bindings to connect everything up. Of course
> the data is there, just how to expose it as x3d Hanim? Since the data
> composing makehuman is exportable to several authoring tools, and since
> under the covers the data is the same, then of course any character and
> character animation data can be expressed using x3d and hanim. The tool may
> move directly from the gui to optimized runtime code structures without
> exposing text user code such as x3d, but the coordinates, bindings,
> animation routines, and all the other stuff needed is in there somewhere,
> witness gltf.
> *From: *Konstantin Smirnov <konstantin.e.smirnov at gmail.com>
> *Sent: *Friday, April 22, 2022 7:35 AM
> *To: *X3D-Public <x3d-public at web3d.org>
> *Subject: *[x3d-public] Makehuman models
> Hi
> Is it possible to convert Makehuman models to x3d or any format, that is
> suitable for rendering or screenshots with a big quality?
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