[x3d-public] Makehuman models

John Carlson yottzumm at gmail.com
Thu May 5 12:37:38 PDT 2022


Might be okay for screenshots though!

On Thu, May 5, 2022 at 2:34 PM John Carlson <yottzumm at gmail.com> wrote:

> 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?
>>>
>>>
>>>
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20220505/6a2b0854/attachment-0001.html>


More information about the x3d-public mailing list