[x3d-public] What are valid children of HAnimHumanoid.skin?
John Carlson
yottzumm at gmail.com
Tue Oct 31 09:52:20 PDT 2023
If you think hard enough, you will realize that skeleton must come before
joints field most of the time. Think about a USE node halfway down the
joint hierarchy. Where do I put the children? I don’t know what CGE
editor does or requires. I’m generating x3d encoded files, not reading
them. I had to modify x3d.py so that view3dscene would accept output from
x3d.py
That was why I modified my version of x3d.py to put skeleton before
joints. Putting the whole joint hierarchy or the leaves in the joints
field is possible, but who in their right mind would do that?
I would like to put skinCoord after skin, but x3d.py in it’s off-the-shelf
form, plus skeleton/joints mods, AFAIK, can’t, if skeleton is sorted before
joints according to the way I did in my version (I couldn’t think of a
better way to say this). Basically, I am asking for help to sort skeleton
before joints AND sort skin before skinCoord and skinNormal on x3d.py
output. The former is pretty much required, the latter may or may not be
required and may violate the standard. I read the standard Don quoted as
putting skinCoord and skinNormal before skin. The VRML encoding annex c is
more muddled. According to Joe, he’s never seen skinCoord before skin,
except in from my Blender exporter before I modified x3d.py
I’m sorry skeleton/joints are confabulated with skin/skinCoord/skinNormal
I realize a skeleton could have a USE in a second humanoid, so your point
on skeleton having a USE is not lost.
Basically, I need help with xsl:sort in x3d.py, sorting fields in the
Humanoid node, which really affects pretty much all node classes in x3d.py,
which is why anyone is reluctant to change it. I got lucky when I sorted
skeleton first.
I’m pretty sure that skinCoord and maybe skinNormal are going to come
before skin in x3d.py. I just have to adjust the code, which might get
messy. But joints field before skeleton is just plain wrong, unless one is
referring to a second skeleton. I don’t think our usage of x3d.py would
ever do that, but Blender might surprise us with a USEd skeleton or a USEd
humanoid. IDK. We haven’t even considered second humanoids.
Again, x3d.py controls the order of the fields in HAnimHumanoid. My
Blender export Python code does not, it only controls DEF/USE. I do have my
own version of x3d.py that works well. I would like conform to the
standard and make Joe happy at the same time. I read Don’s quote about
skin/skinCoord/skinNormal as putting skin last. Could someone please check
to see what the off-the-shelf x3d.py does with JoeKick.py XML output?
I would like to use an off-the-shelf x3d.py as installed by python’s pip
command. I am afraid there are customers of x3d.py that hesitant to adapt
to changes, but if they start using both HAnimHumanoid with view3dscene,
they will get a rude awakening like I did. I am trying to prevent a second
round of this discussion. But in classic x3d-public style, things come up
over and over again. I don’t want to have to revisit this if suddenly
another x3d.py customer wants the fields in another order, and all my
customers using view3dscene start complaining that their humanoids aren’t
working.
I’d rather have severe pain now, than repeated pain, and yes, I l’m
probably ruining my remaining kidney by continuing this discussion.
John
On Tue, Oct 31, 2023 at 8:03 AM Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:
> To be clear, CGE/view3dscene are the same as FreeWRL in this regard. (And
> I can bet all other X3D browsers :) )
>
> In the end, it doesn't matter whether you write:
>
> """
> SomeNode {
> field1 DEF MyShape Shape { }
> field2 USE MyShape
> }
> """
>
> or
>
> """
> SomeNode {
> field2 DEF MyShape Shape { }
> field1 USE MyShape
> }
> """
>
> ( In the above examples, field1 and field2 order differs. )
>
> These both result in the exact same X3D nodes graph, exact same behavior,
> which follows X3D specification from what I can tell, and I think this
> matches what all X3D browsers are doing.
>
> I know the H-Anim specification has a wording that suggests that some
> fields should use USE to refer to already defined node. You can interpret
> the phrase in
> https://www.web3d.org/documents/specifications/19774-1/V2.0/Architecture/ObjectInterfaces.html#Humanoid
> """The joints field contains a list of references, one for each Joint
> object defined within the skeleton field hierarchy of the Humanoid
> object""" to indicate that e.g. joints should always be expressed as a list
> of "USE xxx" declarations, and they usually are.
>
> But in CGE/view3dscene, we relax this requirement (it would be odd to even
> try to check it, since in general in X3D it should not matter). All it
> matters is that "joints" are the same nodes as used within "skeleton"
> hierarchy. You are welcome to specify either field as first, just make sure
> that first node occurrence is DEF, and the other occurrences are USE.
>
> Hope this also helps with issue John submitted (
> https://github.com/castle-engine/view3dscene/issues/83 ).
>
> Regards,
> Michalis
>
>
>
> wt., 31 paź 2023 o 13:49 GPU Group <gpugroup at gmail.com> napisał(a):
>
>> In freewrl it doesn't matter which field skin (and children Shapes) or
>> skinCoord comes first, as long as the first one in the scene file has the
>> Coordinate DEF (and following ones have Coordinate USE). Once parsed into a
>> scenegraph, both skinCoord and skin shapes refer to the same node instance
>> in memory.
>>
>>
>> On Tue, Oct 31, 2023 at 12:07 AM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Actually, I reread and I’m lost again, sigh.
>>>
>>>
>>> John
>>>
>>> On Mon, Oct 30, 2023 at 11:45 PM John Carlson <yottzumm at gmail.com>
>>> wrote:
>>>
>>>> Annex C: VRML Encoding seems to agree with what Don posted:
>>>>
>>>> “
>>>>
>>>> The geometry of an HAnim figure can be described in two ways. The first
>>>> way is within the scene graph of the joint hierarchy, which is described in
>>>> the *skeleton* field of the HAnimHumanoid node. Geometry defined within
>>>> HAnimSegment nodes of this joint hierarchy describe the body as
>>>> separate geometric pieces. This method, while computationally efficient,
>>>> has certain visual anomalies (such as seams or creases) that detract from
>>>> the appearance of the HAnim figure. The second way of describing the
>>>> geometry of an HAnim figure is as a continuous piece of geometry, within the
>>>> *skin* field of the HAnimHumanoid node. For this method, point and
>>>> normal vector data sets are first defined in the *skinCoord* and
>>>> *skinNormal* fields (in the form of Coordinate and Normal nodes,
>>>> respectively). This data is defined in this manner to allow it to be
>>>> referenced by two different entities within the definition of the
>>>> HAnimHumanoid node. The first entity is one or more IndexedFaceSet nodes
>>>> that define the surface of the geometry of the humanoid within the
>>>> *skin* field. In most cases, this surface is a single IndexedFaceSet node.
>>>> However, the surface can also be defined as multiple IndexedFaceSet nodes.
>>>> It is possible that depending on the implementation of the
>>>> IndexedFaceSet nodes and the configuration of the HAnim figure,
>>>> multiple IndexedFaceSet nodes may provide better performance by
>>>> isolating the continuous mesh changes to localized surfaces.”
>>>>
>>>> On Mon, Oct 30, 2023 at 11:01 PM John Carlson <yottzumm at gmail.com>
>>>> wrote:
>>>>
>>>>> Hi Joe,
>>>>>
>>>>> I don’t get how your example lines up with the standard Don quoted “
>>>>> The *skin* field contains one or more indexed mesh definitions. Those
>>>>> indexed mesh definitions utilize the point and normal data that is defined
>>>>> within the *skinCoord* and *skinNormal* fields, respectively, of the
>>>>> *Humanoid* object.”
>>>>>
>>>>> Maybe I’m dumb?
>>>>>
>>>>> Can we take it down to a high school level instead of PhD?
>>>>>
>>>>> Look at the JoeKick link I posted separately, it follows your example.
>>>>>
>>>>> Maybe the standards documentation could be clearer? Maybe Don’s quote
>>>>> is from somewhere else?
>>>>>
>>>>> AFAIK, Gramps now follows what you have below, but some versions may
>>>>> be reversed as we were trying to figure it out in the Blender exporter.
>>>>>
>>>>> I don’t mind what is decided either way, and I would prefer your way
>>>>> and x3d.py to change, if it doesn’t support that order of output. If I
>>>>> seem a bit wishy-washy, it’s because I see that I am getting conflicting
>>>>> information, as far as I can tell.
>>>>>
>>>>> We can go back to DAGs and inventing DEF/USE on the fly, but I thought
>>>>> we were past that, and now we’re just trying to define order of fields,
>>>>> and/or whether the verbage the standard should change.
>>>>>
>>>>> To me, a definition is a DEF’ed field, and a USE field references the
>>>>> definition. But I haven’t read any glossaries.
>>>>>
>>>>> Thanks, I feel super dumb at this point.
>>>>>
>>>>> John
>>>>>
>>>>> On Mon, Oct 30, 2023 at 9:50 PM Joe D Williams <joedwil at earthlink.net>
>>>>> wrote:
>>>>>
>>>>>> Hi John,
>>>>>>
>>>>>>
>>>>>>
>>>>>> skin [
>>>>>> Shape {
>>>>>> geometry IndexedFaceSet {
>>>>>> coord DEF TheSkinCoord Coordinate { point [ ... ] ... } } ]
>>>>>>
>>>>>>
>>>>>>
>>>>>> then
>>>>>>
>>>>>>
>>>>>>
>>>>>> skinCoord USE TheSkinCoord
>>>>>>
>>>>>>
>>>>>>
>>>>>> So, not
>>>>>>
>>>>>> > "Yes, this means skinCoord DEF comes before skin Coordinate USE,"
>>>>>>
>>>>>>
>>>>>>
>>>>>> actually we want toDEF the coord Coordinate point then we can USE
>>>>>> forskinCoord.
>>>>>>
>>>>>>
>>>>>>
>>>>>> The only place I have seen these reversed is the code for Gramps you
>>>>>> sent and it worked anyway.
>>>>>>
>>>>>>
>>>>>>
>>>>>> Joe
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> -----Original Message-----
>>>>>> From: John Carlson <yottzumm at gmail.com>
>>>>>> Sent: Oct 30, 2023 6:27 PM
>>>>>> To: Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>>>>>> Cc: X3D Graphics public mailing list <x3d-public at web3d.org>
>>>>>> Subject: Re: [x3d-public] What are valid children of
>>>>>> HAnimHumanoid.skin?
>>>>>>
>>>>>>
>>>>>> Yes, this means skinCoord DEF comes before skin Coordinate USE, which
>>>>>> is the information I was looking for.
>>>>>>
>>>>>> At least this is my reading of the standard.
>>>>>>
>>>>>> Joe, do you concur? The next thing to do is look at what’s done in
>>>>>> the archive.
>>>>>>
>>>>>> Thanks,
>>>>>>
>>>>>> John
>>>>>>
>>>>>> On Mon, Oct 30, 2023 at 12:04 AM Brutzman, Donald (Don) (CIV) <
>>>>>> brutzman at nps.edu> wrote:
>>>>>>
>>>>>>> Please use latest url for X3D 4.0 Architecture:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> -
>>>>>>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-IS.proof/Part01/
>>>>>>> -
>>>>>>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-IS.proof/Part01/components/hanim.html#HAnimHumanoid
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> HAnimHumanoid : X3DChildNode, X3DBoundedObject {
>>>>>>>
>>>>>>> […]
>>>>>>>
>>>>>>> MFNode [in,out] skin [] [Group, LOD, Shape, Switch, Transform,
>>>>>>> IndexedFaceSet, IndexedFanSet, IndexedLineSet, IndexedQuadSet,
>>>>>>> IndexedTriangleSet, IndexedTriangleStripSet]
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Further please note that the functional descriptions are provided in
>>>>>>> the HAnim 2.0 standard:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> - HAnim 2.0 Part 1: Humanoid animation (HAnim) architecture, 6
>>>>>>> Object interfaces, 6.2 Humanoid
>>>>>>> -
>>>>>>> https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/ObjectInterfaces.html#Humanoid
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> “The *skin* field contains one or more indexed mesh definitions.
>>>>>>> Those indexed mesh definitions utilize the point and normal data that is
>>>>>>> defined within the *skinCoord* and *skinNormal* fields,
>>>>>>> respectively, of the *Humanoid* object. This field is defined as an
>>>>>>> generic type for which the specific representation is defined by each
>>>>>>> binding to a presentation system. Annex C VRML binding
>>>>>>> <https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/VRMLInterface.html> contains
>>>>>>> a binding for VRML. Annex D X3D binding
>>>>>>> <https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/X3DInterface.html> describes
>>>>>>> the Humanoid animation component of X3D specified in ISO/IEC 19775-1
>>>>>>> <https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/bibliography.html#I19775_1>
>>>>>>> .”
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> all the best, Don
>>>>>>>
>>>>>>> --
>>>>>>>
>>>>>>> Don Brutzman Naval Postgraduate School, Code USW/Br
>>>>>>> brutzman at nps.edu
>>>>>>>
>>>>>>> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA
>>>>>>> +1.831.656.2149
>>>>>>>
>>>>>>> X3D graphics, virtual worlds, navy robotics
>>>>>>> https://faculty.nps.edu/brutzman
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> *From:* x3d-public <x3d-public-bounces at web3d.org> *On Behalf Of *GPU
>>>>>>> Group
>>>>>>> *Sent:* Sunday, October 29, 2023 5:56 AM
>>>>>>> *To:* John Carlson <yottzumm at gmail.com>
>>>>>>> *Cc:* X3D Graphics public mailing list <x3d-public at web3d.org>
>>>>>>> *Subject:* Re: [x3d-public] What are valid children of
>>>>>>> HAnimHumanoid.skin? argument for allowing containerFields in x3d.py
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/hanim.html#HAnimHumanoid
>>>>>>>
>>>>>>>
>>>>>>> - skin [IndexedFaceSet, X3DGroupingNode, Shape]
>>>>>>>
>>>>>>> I haven't tried it but I don't see how freewrl could render a skin
>>>>>>> with bare IFS, it needs to be wrapped in at least a Shape, and
>>>>>>> HAnimHumanoid doesn't inherit from Shape
>>>>>>>
>>>>>>> HAnimHumanoid : X3DChildNode, X3DBoundedObject
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sun, Oct 29, 2023 at 6:45 AM GPU Group <gpugroup at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>> xml with no containerField > freeWRL: Group and Transform, and today
>>>>>>> I added Shape.
>>>>>>>
>>>>>>> Basically whatever ends up in that skin field, freewrl renders as
>>>>>>> normal scenegraph, so you can have a transform hierarchy of skin chunks /
>>>>>>> shapes and freewrl doesn't mind. (It's the skeleton and coordinate field
>>>>>>> that changes the shape of anything that uses the same coordinates, and the
>>>>>>> scene author presumes there's no weird transforms between chunks, but
>>>>>>> freewrl doesn't enforce that).
>>>>>>>
>>>>>>> -Doug
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sun, Oct 29, 2023 at 4:24 AM John Carlson <yottzumm at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>> * I am specifically speaking of the lack of containerField in XML
>>>>>>> output from x3d.py. I also have issues with overuse of the
>>>>>>> “children”container fields in VRML. I am speaking of instances where
>>>>>>> view3dscene reports an error or does not show the scene (even trying
>>>>>>> tovrmlx3d would help). The problem stems from lack of testing on HAnim
>>>>>>> VRML and XML outputs from x3d.py. I could show Don an example, but he’s
>>>>>>> got a whole section of the archive devoted to examples which do show the
>>>>>>> same behavior when tested properly.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> One cannot just type in “containerField” in a python program and
>>>>>>> expect x3d.py to list it in output. I might be able to subclass, but that
>>>>>>> would require my own X3dToPython.xslt stylesheet.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> * Skin/shape is another topic in the email. See standard, where
>>>>>>> Shape is not mentioned under skin, rather, indexed mesh nodes are. There
>>>>>>> is no children field under Shape, but there’s a skin field under
>>>>>>> HAnimHumanoid. Skin has an MFNode field type, and has SFNode children,
>>>>>>> AFAIK. The question is whether these children should be Shapes or indexed
>>>>>>> meshes.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Oct 28, 2023 at 2:16 PM Joe D Williams <
>>>>>>> joedwil at earthlink.net> wrote:
>>>>>>>
>>>>>>> > argument for allowing containerFields in x3d.py
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> I don't understand. If no container fields then not able to do all
>>>>>>> of x3d. We had to use containerField for the admittedly rare instance where
>>>>>>> the default is not true. These are cases where looking up the
>>>>>>> containerField in schema is not enough.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Some are tricky, like skeleton where only the root Joint has to have
>>>>>>> the containerField as skeleton.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> skin contains a Shape which does not have children.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> However we are investigating the idea of how to code LOD choices
>>>>>>> for skin. I think we already know how to do that for that for Segment
>>>>>>> geometry.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Thanks,
>>>>>>>
>>>>>>> Joe
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> -----Original Message-----
>>>>>>> From: John Carlson <yottzumm at gmail.com>
>>>>>>> Sent: Oct 26, 2023 10:08 AM
>>>>>>> To: Joe D Williams <joedwil at earthlink.net>, X3D Graphics public
>>>>>>> mailing list <x3d-public at web3d.org>
>>>>>>> Subject: What are valid children of HAnimHumanoid.skin? argument for
>>>>>>> allowing containerFields in x3d.py
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> From: https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-DIS/Part01/components/hanim.html#HAnimHumanoid
>>>>>>>
>>>>>>> I see:
>>>>>>>
>>>>>>> MFNode [in,out] skin [] [IndexedFaceSet, IndexedFanSet, IndexedQuadSet, IndexedTriangleSet, IndexedTriangleStripSet]
>>>>>>>
>>>>>>> And fromL https://www.web3d.org/documents/specifications/19774/V2.0/Architecture/ObjectInterfaces.html#Humanoid
>>>>>>>
>>>>>>> sequence<Object> skin [] [indexed mesh objects as defined by the representation]
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> But in actual practice, I see:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> <Shape DEF='Joe_Shape <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.html#Joe_Shape>' containerField='skin'>
>>>>>>>
>>>>>>> <Appearance DEF='Joe_skin_Appearance
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.html#Joe_skin_Appearance>'>
>>>>>>>
>>>>>>>
>>>>>>> <Material DEF='Joe_skin_Material
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.html#Joe_skin_Material>
>>>>>>> ' diffuseColor='0.3 0.3 0.6' emissiveColor='0.3 0.3 0.6'/>
>>>>>>> <ImageTexture DEF='JoeSkinImageTexture
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.html#JoeSkinImageTexture>
>>>>>>> '
>>>>>>> url=' "JoeBodyTexture29.png
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeBodyTexture29.png>"
>>>>>>> "
>>>>>>> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JoeBodyTexture29.png
>>>>>>>
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JoeBodyTexture29.png>"
>>>>>>> ' />
>>>>>>>
>>>>>>> <!-- *ROUTE* information for KickTextureTransform node: [*from*
>>>>>>> SkinInterpolator.value_changed *to* rotation
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.html#ROUTE_194>]
>>>>>>> -->
>>>>>>> <TextureTransform DEF='KickTextureTransform
>>>>>>> <https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKick.html#KickTextureTransform>
>>>>>>> '/>
>>>>>>>
>>>>>>> </Appearance>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> From:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Skin/JoeKickIndex.html
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> And
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> skin [
>>>>>>>
>>>>>>> DEF Joe_Shape Shape {
>>>>>>>
>>>>>>> appearance DEF Joe_skin_Appearance Appearance {
>>>>>>>
>>>>>>> material DEF Joe_skin_Material Material {
>>>>>>>
>>>>>>> diffuseColor 0.3 0.3 0.6
>>>>>>>
>>>>>>> emissiveColor 0.3 0.3 0.6
>>>>>>>
>>>>>>> }
>>>>>>>
>>>>>>> texture DEF JoeSkinImageTexture ImageTexture {
>>>>>>>
>>>>>>> url [ "JoeBodyTexture29.png" "
>>>>>>> https://www.web3d.org/x3d/content/examples/HumanoidAnimation/Characters/JoeBodyTexture29.png"
>>>>>>> ]
>>>>>>>
>>>>>>> }
>>>>>>>
>>>>>>> textureTransform DEF KickTextureTransform
>>>>>>> TextureTransform {
>>>>>>>
>>>>>>> }
>>>>>>>
>>>>>>> }
>>>>>>>
>>>>>>> ==================================================
>>>>>>>
>>>>>>> So it would seem like Shapes with an Indexed geometry is what we're
>>>>>>> aiming for in the standard as one of the possibly many children of the skin
>>>>>>> container field (note the space).
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> That is all okay, AFAIAC, just extremely confusing when deciding
>>>>>>> where to add containerFields in DOM documents.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> For example, consider the below:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> <HAnimJoint
>>>>>>> USE='hanim_l_carpal_distal_interphalangeal_4'/>
>>>>>>>
>>>>>>> <HAnimJoint USE='hanim_l_metacarpophalangeal_3'/>
>>>>>>>
>>>>>>> <HAnimJoint
>>>>>>> USE='hanim_l_carpal_proximal_interphalangeal_3'/>
>>>>>>>
>>>>>>> <HAnimJoint
>>>>>>> USE='hanim_l_carpal_distal_interphalangeal_3'/>
>>>>>>>
>>>>>>> <HAnimJoint USE='hanim_l_metacarpophalangeal_2'/>
>>>>>>>
>>>>>>> <HAnimJoint
>>>>>>> USE='hanim_l_carpal_proximal_interphalangeal_2'/>
>>>>>>>
>>>>>>> <HAnimJoint
>>>>>>> USE='hanim_l_carpal_distal_interphalangeal_2'/>
>>>>>>>
>>>>>>> [ etc. ]
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> It may not be apparent, but X3DJSAIL complains about this. There's
>>>>>>> no containerField='joints', right? But I'm generating this code using
>>>>>>> x3d.py which doesn't allow me to list containerFields!
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Grr! Here are some of the "brutzman" messages from X3DJSAI, which
>>>>>>> are valid. I really want to assign joints as a containerField, so perhaps
>>>>>>> I will just do it in X3DJSONLD.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>> [apply] [error] X3DLoaderDOM: Parent-child node relationship not
>>>>>>> found! (parent HAnimHumanoid, child HAnimJoint, containerField='children')
>>>>>>> Please report this problem to brutzman at nps.edu
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> x3d-public mailing list
>>>>>>> x3d-public at web3d.org
>>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>>>
>>>>>>>
>>>>>>
>>>>> _______________________________________________
>>> x3d-public mailing list
>>> x3d-public at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>
>> _______________________________________________
>> x3d-public mailing list
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>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>
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