[x3d-public] Makehuman models
John Carlson
yottzumm at gmail.com
Thu May 5 12:34:04 PDT 2022
I’m not sure obj is suitable for animating.
John
On Thu, May 5, 2022 at 2:26 PM Konstantin Smirnov <
konstantin.e.smirnov at gmail.com> wrote:
> 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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