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

Joe D Williams joedwil at earthlink.net
Mon Jun 3 17:57:32 PDT 2024


> Also, Joe keeps mentioning something about averaging joint centers?  


I don't recall mentioning that idea, I don't know where it could be used. 
Joe

-----Original Message-----
From: John Carlson <yottzumm at gmail.com>
Sent: Jun 3, 2024 4:36 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

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 (mailto:yottzumm at gmail.com)> wrote:
There’s a cute Easter Egg in the Blender GUI:
 
https://youtu.be/KXUb4X9vTO0
 
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 (mailto: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 (mailto:yottzumm at gmail.com)>
Sent: Jun 3, 2024 2:29 PM
To: Joe D Williams <joedwil at earthlink.net (mailto:joedwil at earthlink.net)>
Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org (mailto:x3d-public at web3d.org)>, <h-anim at web3d.org (mailto: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 (mailto: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 (mailto:yottzumm at gmail.com)>
Sent: Jun 3, 2024 12:53 PM
To: Michalis Kamburelis <michalis.kambi at gmail.com (mailto:michalis.kambi at gmail.com)>
Cc: Extensible 3D (X3D) Graphics public discussion <x3d-public at web3d.org (mailto:x3d-public at web3d.org)>, Joe D Williams <joedwil at earthlink.net (mailto:joedwil at earthlink.net)>, create3000/sunrize <reply+AAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII at reply.github.com (mailto:reply%2BAAFMJ5YNMQD2V3WUI2UO2AOEMMNGREVBNHHITSFMII at reply.github.com)>, <h-anim at web3d.org (mailto: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 (mailto: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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