[x3d-public] Turning on and off simultaneous animations individually
Holger Seelig
holger.seelig at yahoo.de
Sat Dec 7 13:40:11 PST 2024
Routes are not part of the scene-graph. They exist outside of it. Every X3DExecutionContext has a list of all routes:
https://www.web3d.org/documents/specifications/19777-1/V3.3/Part1/functions.html#ExecutionContextServices
Holger
--
Holger Seelig
Leipzig, Germany
holger.seelig at yahoo.de
https://create3000.github.io/x_ite/
> Am 07.12.2024 um 22:16 schrieb John Carlson via x3d-public <x3d-public at web3d.org>:
>
> Okay, I’m attempting to read the spec:
>
> “All nodes under a Switch continue to receive and send events regardless of the value of whichChoice. For example, if an active TimeSensor is contained within an inactive choice of a Switch, the TimeSensor sends events regardless of the Switch's state.”
>
> So I’m guessing that ROUTEs are not nodes, and thus are susceptible to stop receiving and sending events in a Switch.
>
> I don’t even know if ROUTEs can send and receive events. Sure, they can transmit or transfer events.
>
> Clarification in some place in the standard is welcome!
>
>
> John
>
>
> On Sat, Dec 7, 2024 at 2:40 PM John Carlson <yottzumm at gmail.com <mailto: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 <mailto: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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