[x3d-public] gltf for Humanoid loa4 level 1
John Carlson
yottzumm at gmail.com
Wed Jul 31 00:43:43 PDT 2024
Blender loader, IndexedLineSet not implemented:
[image: image.png]
glTF export.
https://github.com/coderextreme/X3DJSONLD/blob/master/blend/JinScaledV2L1LOA4MinimumSkeleton20f2.gltf
X3DJSONLD/blend/JinScaledV2L1LOA4MinimumSkeleton20f2.bin at master ·
coderextreme/X3DJSONLD (github.com)
<https://github.com/coderextreme/X3DJSONLD/blob/master/blend/JinScaledV2L1LOA4MinimumSkeleton20f2.bin>
If you want me to look up any possible option for the exporter, I can, but
knowing what options you want to set for export would be useful!
John
On Tue, Jul 30, 2024 at 6:57 PM Joe D Williams via x3d-public <
x3d-public at web3d.org> wrote:
>
>
> https://github.khronos.org/glTF-Tutorials/gltfTutorial/gltfTutorial_002_BasicGltfStructure.html
>
> gives some example tutorials with some user code. Even shows skinning with
> a simple set of rotation transforms.
> At least gltf is down to it and doesn't mind calling a joint a joint as
> the primary animation driver.
>
> Image 2a: The glTF JSON structure
>
> and following summary of elements text shows x3d we have everything needed
> to transcode hanim skeleton(s), geometries, and animations from x3d hanim
> to gltf and back. Well, not quite transcoding, because some level of
> relatively simple computational text name and value transformations might
> be needed to match x3d native xml nodes and fields to native gltf node and
> field names and content.
>
> This is to be expected, because x3d hanim nodes and fields and SAI are
> meant to be best authortime in terms of basic human-readable syntax,
> hierarchies, data stuffing, and realtime event processing, while the gltf
> has no 'runtime' or event system of any kind that I have seen. So our gltf
> oriented more toward the idea that the x3d hanim authortime has made it
> possible to simply reorganize or even precompute gltf data structures and
> elements for best transport and to optimize realtime delivery by the
> expected host runtime.
> Or, even transport to another gltf or x3d authortime.
> In fact the interchangability of using basic standard native gltf assets
> integrated with x3d native assets in a 'live' x3d authortime is handled
> just fine using standard x3d SAI.
>
> Image 2b: The glTF structure
>
> Gives a bit more detail about how a set of assets, even a single file of
> multiple embedded or in local or remote files of assets can be documented.
> Again, the basic is the 'scene' and it is composed of strongly typed but
> very versatile nodes and fields, some represented as buffers that appear to
> have few default definitions, but can be derived by the x3d definition of
> its SF form and content. So, for a gltf source collection of names and
> data, by the time it gets to the gltf it better be ready to execute without
> much ado. That is why x3d xml schema validation of the original input can
> be important and that comparable schema validation for the gltf json form
> be developed to the same degree.
>
> On and on through the tutorial and we see that like I said, there appear
> to be few defaults, like gltf may not be aware or types like MFvect3F, you
> must tell the name and parameter and how to interpret and access the data
> structure for every element. However, we are happy to see some familiar
> names for things like skin and joints
>
> Not to worry because the x3d native data, or data the live browser runtime
> would have to compute anyway for data is very well known and literally
> every standardized gltf asset definition is covered by x3d node and data
> types.
>
> Has anyone tried a conversion of an example hanim model into a single or
> set of gltf asset files?
> Attached is most simple loa4 with small geometry and basically just the
> skeleton Joint, Segment, Site nodes and measurements.
> We need an loa4 because lower loas can be easily found by reduction.
>
> The top reason for HAnim is transportable animations. The gltf can
> accommodate and even accelerate this good thing. It providing a very
> condensed form for a 'standard' skeleton hierarchy with realistic and
> custom dimensions then import realistic 'standard' and custom animations
> (learn unit quaternions, not hard just something about cosines and half
> angles and square roots?) along with geometry and behaviour accessories
> faster and easier and more reliably for interactive operations in a
> 'standard' time and event-driven virtualized environment.
>
>
> please note: "The local transform matrix always has to be computed as M =
> T * R * S."
> also see:
> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/components/grouping.html#Transform
>
> If you want to know about x3d hanim Displacers, check out gltf sparse
> accessors.
>
>
> https://github.khronos.org/glTF-Tutorials/gltfTutorial/gltfTutorial_007_Animations.html
>
> Some artifacts move around using the basic stuff of x3d. True, it is like
> gltf is made for convenient use by x3d and www.
> Because it is.
>
> Thanks and Best,
> Joe
>
>
>
> . le
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> _______________________________________________
> 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/20240731/6e14e2bb/attachment-0001.html>
-------------- next part --------------
A non-text attachment was scrubbed...
Name: image.png
Type: image/png
Size: 201529 bytes
Desc: not available
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20240731/6e14e2bb/attachment-0001.png>
More information about the x3d-public
mailing list