[x3d-public] Turning on and off simultaneous animations individually

John Carlson yottzumm at gmail.com
Sat Dec 7 13:36:49 PST 2024


So here’s an interesting question:  If I have the same ROUTE in two
different choices in a Switch, is one of them ignored?

Not that I’m going to do that.

I’m probably going to try using a Switch unless someone says that ROUTEs
are always active in a Switch, disagreeing with the AI.

John

On Sat, Dec 7, 2024 at 3:29 PM John Carlson <yottzumm at gmail.com> wrote:

> From X3D4:
> 4.4.8.2 Routes
>
> Routes are not nodes.
>
> [snip]
>
> Redundant routing is ignored. If an X3D file repeats a routing path, the
> second and subsequent identical routes are ignored. This also applies for
> routes created dynamically using the X3D SAI.
>
>
> Can someone clarify how statements are affected by Switches?  Can I have
> different choices of a PROTO inside a Switch?  Effectively changing
> ProtoBody content at run-time???
>
> John
>
>
> On Sat, Dec 7, 2024 at 2:40 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Would it be possible to put an animation’s ROUTEs in a Switch that could
>> be toggled on and off with a boolean toggle?
>>
>> Google AI says:
>>
>> Yes, you can absolutely put "ROUTE" nodes within a "Switch" node in
>> X3D; in fact, it's a common practice to use them together to dynamically
>> control which set of connections (via ROUTE) are active depending on which
>> child node of the Switch is currently selected.
>>
>> I didn’t realize that statements were affected by Switch.
>>
>> John
>>
>> On Sat, Dec 7, 2024 at 1:43 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> We are dealing with multiple facial animations.  The thing we want to do
>>> is combine animations using HAnimDisplacers.  Currently, our animations go
>>> from key = 0 to key = 1, (weight = 0 to weight = 1) and each animation is
>>> controlled by a single TimeSensor that we enable or disable.  What we want
>>> to do is enable multiple facial animations, yet retain a single
>>> TimeSensor.  I have done something with enabling multiple time sensors all
>>> at the same time.  So, ideally, we could toggle each facial animation
>>> individually.
>>>
>>> Note that one can have multiple simultaneous HAnimDisplacer animations
>>> on a single Coordinate, they all add up just fine.  There’s no single
>>> animation per body part requirement as there is in other places in X3D
>>> (according to Michalis, from my understanding).
>>>
>>> I don’t currently know how to individually toggle multiple animations
>>> without toggling multiple TimeSensors, so assistance is welcome!  Indeed, a
>>> multiple toggle button X3D example would be welcome (hopefully, something
>>> we can put in a scenegraph).
>>>
>>> Here’s what we currently have
>>>
>>> https://github.com/coderextreme/ci2had/blob/main/resources/SingleMenuJin.x3d
>>>
>>> As you can see, lots of duplication.
>>>
>>> Viewed best in FreeWRL and Sunrize/X_ITE.
>>>
>>> John
>>>
>>
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