[x3d-public] Another great idea...x3d.py
John Carlson
yottzumm at gmail.com
Mon Sep 25 09:50:29 PDT 2023
Here's another guy besides Edison who did lots of prototypes:
Robert H. Goddard - Wikipedia
<https://en.wikipedia.org/wiki/Robert_H._Goddard>
No one goes to the Moon or Mars with their first rocket prototype/design.
John
On Mon, Sep 25, 2023 at 11:38 AM John Carlson <yottzumm at gmail.com> wrote:
> Yes, I understand!
>
> I've just done something hacked together for the skeleton right now. I'm a
> prototyper, for the most part.
>
> I don't know if you saw my email on X3dToBlenderBpy.xslt. I didn't call
> it that.
>
> I've been able to export a half decent skeleton, next is figuring out skin
> weight correspondences, and figuring out how to pull the right skin weight
> values out of Blender. I've made one or two attempts. Animations are
> critical too, but first pulling weights out of Blender.
>
> Someone has to do the research on the skance Blender documentation, peruse
> blender online groups, look at plugins etc. It's a lot of work. I can
> prototype stuff and provide information in the form of code, like the LOA4
> skeleton, but ultimately, it takes some excellent minds to put it all
> together.
>
> I'm in the ready phase, preparing/making ammunition/weaponry. Someone has
> to build prototypes before an actual weapon system can be manufactured,
> otherwise, it will plop over if you try to deploy your first prototype.
> Prototypes need to be tested, otherwise, no one learns how to do better.
> I've already made a plea for additional testing examples (probably not in
> X3D since the importer doesn't work how I want it to). I need a target to
> test with. Generating Blender bpy python code will reveal how to write a
> good importer.
>
> Look how many prototypes it took Edison to build a working light bulb.
>
> I just have a broken lightbulb filament that flared once, but I now have
> an idea for a good product. If I stopped at the broken lightbulb, I'd never
> be able to create a working lightbulb. After the first working lightbulb,
> it took even more time to build a lightbulb factory, etc.
>
> Here's the first lightbulb that I created with Perl plus the standard:
>
>
> https://github.com/coderextreme/X3DJSONLD/blob/master/blend/blenderskeleton.py
>
> (missing a few segments not in the standard hierarchy)
>
> That's some good information that I gathered.
>
> I'm not the guy shooting people, I'm the guy creating the gun prototypes
> that I hope doesn't explode in the soldier's hands. I'm hoping the gun
> gets enough testing so it *doesn't* explode. Yes, there will be many guns,
> and perhaps I should do the testing in private, but I've found that the
> best testing is done by other people, with a variety of tests. I have
> enough issues loading my ammunition into others' weapon systems.
>
> I think maybe you've misunderstood that I'm a "soldier" and not a
> defense/federal "contractor"? I fully realize that a contractor needs to
> read or help create the spec. Do we need a RFP/RFI/SRS/SDS, or whatever
> they are called now?
>
> Requirements:
>
> 1. Take either X3D XML or a modified/supplemented x3d.py and produce
> Blender based python to create the same X3D model in Blender that appears
> in other X3D browsers.
>
> 1.a. Create a stylesheet to convert an X3D XML model to Blender python
> import code.
>
> 1.b. Modify an existing stylesheet to produce Blender python producing
> code in the x3d.py Python library.
>
> 1.c. Create a new stylesheet to produce Blender python producing code as
> an adjunct to x3d.py
>
> 2. Discussion of alternatives.
>
> 2.a. I don't really like that we are dependent on only stylesheets in the
> requirements. Stylesheets are implementation, and requirements should not
> mention stylesheets.
>
> 2.a.1. Are there alternatives to stylesheets?
>
> 2.a.2 We have a partial HAnim implementation in Perl.
>
> 2.a.3 What are other implementations?
>
> More? After requirements comes research into designs. I wouldn't have
> arrived at requirements without prototyping.
>
> John
>
>
>
> On Mon, Sep 25, 2023 at 10:24 AM Brutzman, Donald (Don) (CIV) <
> brutzman at nps.edu> wrote:
>
>> John:
>>
>>
>>
>> - Good idea to someday align x3d.py capabilities with Blender.
>> - Not a good idea to do so before Blender-X3D import, export, and
>> design-pattern correspondences are worked out. There is no point to
>> facilitating production of incorrect models, indeed that can be considered
>> harmful.
>>
>>
>>
>> Relevant motto: “ready, aim, fire – in that order” if you want to hit a
>> target (instead of your foot).
>>
>>
>>
>> So there won’t be significant additions to x3d.py or X3DJSAIL libraries
>> regarding Blender until the Blender-X3D import/export capabilities are
>> worked out and deployed in Blender.
>>
>>
>>
>> Am confident that the individuals working on Blender-X3D capabilities
>> will keep everyone posted when notable progress occurs.
>>
>>
>>
>> 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 *John
>> Carlson
>> *Sent:* Monday, September 25, 2023 7:49 AM
>> *To:* X3D Graphics public mailing list <x3d-public at web3d.org>
>> *Subject:* [x3d-public] Another great idea...x3d.py
>>
>>
>>
>> Instead of producing the X3D python binding with x3d.py python output,
>> just produce working Blender bpy code.
>>
>>
>>
>> Then you aren't duplicating work done by X3DJSAIL. It also solves the
>> Blender import issue that X3D is having...
>>
>>
>>
>> Two birds with one stone?
>>
>>
>>
>> Excellent!
>>
>>
>>
>> John
>>
>
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