[x3d-public] [create ..Don't give up ,,, 20b

John Carlson yottzumm at gmail.com
Mon Jun 3 15:18:33 PDT 2024


I’m not looking for button, except to look at matrices decomposed into
translation, rotation and scale.

I can’t currently animate a matrix.  That’s where transforms come into play.

A matrix does not contain a child matrix in Blender.  There’s no matrix
hierarchy.  Matrices are just numbers in Blender, not nodes.

John

On Mon, Jun 3, 2024 at 4:50 PM Joe D Williams <joedwil at earthlink.net> wrote:

> >  There are no Transforms in the Blender object hierarchy, just a matrix
> field of Object called “matrix_world”
>
>
> The matrix hierarchy includes as one of its actions, the idea of a
> translation. For HAnim this value is initialized to the equivalent of
> axis-angle 0 0 1 0 all angles zero. When the hierarchy is evaluated, joint
> rotation by joint rotation the Joint either stays at 0 0 1 0 or moves to
> the commanded rotation, so the matrix for each 'transform' or object or
> whatever Blender calls them from the root, to the extremities.
> Incidentally, if a matrix is the only user interface available, then you
> have not found the right button to show it in x3d terms (axis-angle or unit
> quaternion) and I can't remember seeing pure marix for this data in the
> gltf. Incidentally, the x3d SAI can do matrix operations.
>
>
>
> As for the Blender gui, see the indents, in and out to show hierarchy. I
> think the last one I saw blew because of too much stuff. The latest
> skeleton I sent has the 'transforms' but was empty, and that is all that is
> needed to go for an accurate import to blender or any. Whatever the Blender
> can export, probably have to do some editing of various stuff, but most
> important that the hierarchy is maintained. The names are not so important,
> the main thing is to get a good loa4 hierarchy into Blender and then start
> adding surfaces and accessories stuffs that can be exported back to x3d and
> worked for real time running. In the old days there was a couple of editors
> that worked native in x3d Classic or xml but most got bought out. Imagine
> any of the tools we have now that would add even some simple geometry and
> animation editing?
>
>
>
> Where are those playgrounds I saw last month?
>
>
>
> Thanks for All,
>
> Joe
>
>
>
>
>
> -----Original Message-----
> From: John Carlson <yottzumm at gmail.com>
> Sent: Jun 3, 2024 2:05 PM
> To: Joe D Williams <joedwil at earthlink.net>
> Subject: Re: [x3d-public] [create ..Don't give up ,,, 20b
>
>
> There’s no “Call.”  One creates instances of the Object type using DEF’s
> value as you suggest.  There are no Transforms in the Blender object
> hierarchy, just a matrix field of Object called “matrix_world” which
> contains an instance of the Matrix type.
>
> I have attempted to share images and .blend files showing the object
> hierarchy, but apparently you’ve not looked at them, otherwise you would
> know that there’s a whole object hierarchy separate from Blender bones but
> attached to the armature, with the top level node called
> “hanim_humanoid_root.”  A last gasp effort might be to get rid of the
> armature, but that would mean we would be closely tied to HAnim naming,
> which is undesirable, especially when people can call things in blender
> whatever they like.
>
> I have spent months trying to get local orientation interpolators working.
>
> The whole point of doing work with Blender was to add an armature and
> Blender bones.  There’s no real value add with objects as transforms unless
> we can get local rotations working during keyframe creation.  I have two
> questions on StackExchange asking about this.
>
> John
>
> On Mon, Jun 3, 2024 at 3:28 PM Joe D Williams <joedwil at earthlink.net>
> wrote:
>
>> > Can anyone tell that I’m burned out with programming Blender
>> Python?  Just when you want to give up, try the attached.This is just a
>> bare loa4 with all Joint and Segment and Site nodes.    If you can import
>> this transform hierarchy, then we can just add geometry wherever, no skin
>> now.     Joint and Segment and Site are just Transforms with some special
>> fields, none of which are used in this basic import. If it won't let you
>> call it a Joint or Segment or Site, then use the DEF name with Joint or
>> Segment, or Site in front. Good Luck. This should be able to be imported
>> into anything, with some care.  The objective is to get away from the
>> authoring tool default skeleton or armature or whatever, and be easy to
>> pick this one and change dimensions as desired. Then you start with a good
>> skeleton and go forward.Thanks,Joe
>>
>> -----Original Message-----
>> From: John Carlson <yottzumm at gmail.com>
>> Sent: Jun 3, 2024 12:53 PM
>> To: Michalis Kamburelis <michalis.kambi at gmail.com>
>> Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>,
>> Joe D Williams <joedwil at earthlink.net>, create3000/sunrize <
>> reply+AAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII at reply.github.com>, <
>> h-anim at web3d.org>
>> Subject: Re: [x3d-public] [create3000/sunrize] Joe doesn't kick or move
>> in sunrize. (Issue #6)
>>
>>
>> More likely, using geometry outside and inside the Humanoid causes it to
>> be drawn twice.  There’s no shape field in HAnimJoint that I know of.
>> Subnodes, yes, obviously.  Perhaps Displacers are a form of geometry, IDK.
>>
>> Can anyone tell that I’m burned out with programming Blender Python?
>>
>> John
>>
>>
>> On Mon, Jun 3, 2024 at 4:39 AM Michalis Kamburelis <
>> michalis.kambi at gmail.com> wrote:
>>
>>> Note: Listing the joints inside HAnimHumanoid.joints does not make them
>>> drawn. Nothing would be drawn twice. I'm saying this to address incorrect
>>> statement in this thread """Finally, the browser must actually ignore those
>>> fields  because otherwise the thing would be drawn twice, once with DEFs
>>> and once with USEs. in those fields.  """ . No, nothing would be drawn
>>> twice.
>>>
>>
>>
>
>
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