[x3d-public] Can you get this X3D animation imported into Blender?

Joe D Williams joedwil at earthlink.net
Thu Jun 6 12:48:24 PDT 2024


> Can we use the same transform code in Blender for both Transform and HAnim? 

Yes, if blender transform operation can use 'center', which Joint needs. Just name the objects so the Humanoid, Joint, Segment, Site transforms can be transcoded at export into into HAnim hierarchy. 
Joe



-----Original Message-----
From: John Carlson <yottzumm at gmail.com>
Sent: Jun 6, 2024 5:03 AM
To: Joe D Williams <joedwil at earthlink.net>
Cc: Katy Schildmeyer KS APPAREL DESIGN <katy at ksappareldesign.com>, X3D Graphics public mailing list <x3d-public at web3d.org>
Subject: Re: Can you get this X3D animation imported into Blender?

Okay, Joe.  Now to get this working in Blender, since you’ve confirmed the behavior.  Thanks!
 
Can we use the same transform code in Blender for both Transform and HAnim?
 
John

On Thu, Jun 6, 2024 at 5:35 AM Joe D Williams <joedwil at earthlink.net (mailto:joedwil at earthlink.net)> wrote:
Hi John, 

You sent this: 

  <Transform DEF="TransformRoot1" center="0 0 0">
    <Shape>
      <Box size='0.5 0.5 0.5'/>
    </Shape>
    <Transform DEF="TransformTargetParent1" center="4 0 0">
      <Shape>
        <Box size='0.5 0.5 0.5'/>
      </Shape>
      <Transform DEF="TransformTargetChild1" center="8 0 0">
        <Shape>
          <Box size='0.5 0.5 0.5'/>
        </Shape>
      </Transform>
    </Transform>
  </Transform>

Not shown here is the interpolator that sends rotations to both Parent and Child Transforms
For this animation code you sent this did exactly what it should have done.
The boxes start at 0 0 0 then are swept along the axis according to the Parent and Child Transform nodes animation input.  
Note that the initial position of all three boxes is 0 0 0, then they move along the radius from where you set the parent centers.

Please have a look at this: 

First, slight change from what you sent. 
Again, a important understanding is that "center" value of the Transform represents the center of rotation of that Transform, and may have nothing much to do with the value for translation, which is 0 0 0 for the parent Transform for each Shape. 

  <Transform DEF="CenterRoot1" center="0 0 0">
    <Shape>
      <Box size='0.5 0.5 0.5'/>
    </Shape>
    <Transform DEF="CenterParent1" center="4 0 0">
      <Shape>
        <Box size='0.5 0.5 0.5'/>
      </Shape>
      <Transform DEF="CenterChild1" center="8 0 0">
        <Shape>
          <Box size='0.5 0.5 0.5'/>
        </Shape>
      </Transform>
    </Transform>
  </Transform>

So again, all Shapes start at 0 0 0 then are swept through the arc defined by each parent Transform center.  

This version operates like the hanim model.
The parent Transform is a "Joint" with center defined, then the Shape has its own Transform to place it at the parent center value.
(The first center="0 2 0" translation='0 2 0' just moves the is example up above the first example.) 

  <Transform DEF="TransformRoot2" center="0 2 0" translation='0 2 0'>
    <Transform DEF="MoveToCenterRoot" translation="0 2 0">
      <Shape>
        <Box size='0.5 0.5 0.5'/>
      </Shape>
    </Transform>
    <Transform DEF="CenterTargetParent2" center="4 0 0">
      <Transform DEF="TranslateTargetParent2" translation="4 0 0">
        <Shape>
          <Box size='0.5 0.5 0.5'/>
        </Shape>
      </Transform>
      <Transform DEF="CenterTargetChild2" center="8 0 0">
        <Transform DEF="TranslateTargetChild2" translation="8 0 0">
          <Shape>
            <Box size='0.5 0.5 0.5'/>
          </Shape>
        </Transform>
      </Transform>
    </Transform>
  </Transform>

In Humanoid space, once the connection between using center to set the Joint center of rotation and then a child Transform to position any associated stuff in Humanoid space just makes it work wonderful for what we need in hanim.

I can recall a day when there were sincere discussions over whether to include the 'center' field in Transform.  

Thanks,
Joe














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