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

John Carlson yottzumm at gmail.com
Mon Jun 3 16:36:34 PDT 2024


I also looked up is where centers are handled for HAnimJoints in the
Blender x3d import Transform code (where we create an object’s
 matrix_world for Transform and HAnim nodes).  This was one thing I am
confused as to why some locations for Joints are at 0,0,0 in the Blender
GUI. Perhaps I need to get the real (DEF) node to get fields? This seems
like a good thing to do, looking at code.  Another place to push better
solutions in.  I’ll throw some debugging in to check for whether the joint
center field is actually retrieved from X3D, or if that’s handled during
preprocessing.

If anyone is following along, I’m referring to the “translateTransform”
function in the Blender addon io_scene_x3d/import_x3d.py.  My version is
here:

https://github.com/coderextreme/BlenderX3DSupport/blob/main/io_scene_x3d/import_x3d.py


Also, Joe keeps mentioning something about averaging joint centers?
Normally I use these for Blender bone head and tail.

Hopefully, there’s a bug in retrieving the center from X3D when handling
joints as transforms.

John

On Mon, Jun 3, 2024 at 5:55 PM John Carlson <yottzumm at gmail.com> wrote:

> There’s a cute Easter Egg in the Blender GUI:
>
> https://youtu.be/KXUb4X9vTO0
> <https://youtu.be/KXUb4X9vTO0?si=KRtvmq7T-SalPE4F>
>
> Enjoy!
>
> Now, how do I do that in Python?
>
> John
>
> On Mon, Jun 3, 2024 at 4:59 PM Joe D Williams <joedwil at earthlink.net>
> wrote:
>
>> > just try to get local orientation interpolators imported ...
>>
>>
>>
>>
>>
>> Well, whatever, if Blender only gives you an object with a translation,
>> rotation, and scale data in the martix form then I guess you have to work
>> in that form.
>>
>> Look at how Blender does Interpolation. Is it a plug-in for blender? Look
>> there first.
>>
>> It may be that the basic blender don't do interpolators but does do bvd
>> style fixed frame rate video keyframes.
>>
>>
>>
>> Thanks,
>>
>> Joe
>>
>> -----Original Message-----
>> From: John Carlson <yottzumm at gmail.com>
>> Sent: Jun 3, 2024 2:29 PM
>> To: Joe D Williams <joedwil at earthlink.net>
>> Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org>,
>> <h-anim at web3d.org>
>> Subject: Re: [x3d-public] [create ..Don't give up ,,, 20b
>>
>>
>> Maybe we should forgo HAnim for now and just try to get local orientation
>> interpolators imported into Blender.
>>
>> Then we can advance to HAnim.
>>
>> Hmm,
>>
>> 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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