[x3d-public] Converting orientation interpolators
John Carlson
yottzumm at gmail.com
Tue Nov 26 14:33:15 PST 2024
Okay. I got X3DJSONLD/blend/JoeSkinTexcoordDisplacerKickUpdate3.x3d at
master · coderextreme/X3DJSONLD
<https://github.com/coderextreme/X3DJSONLD/blob/master/blend/JoeSkinTexcoordDisplacerKickUpdate3.x3d>
and
maleWaving.x3d imports in half decent shape (applying PREF_FLAT=True for
the latter) on Blender import. Jin skin and skeleton load, but there are no
skin weights. Playing a bunch of animations at the same time is not ideal!
So I have a few approaches to take:
1. Implement HAnimDisplacer in Joe
2. Fix ball size in Joe?
3. Fix Gramps animations (perhaps by transforming interpolators)
4. Add Segment and Site geometry for JIn (This may be a puzzle if we are
using bones.
5, Make the PREF_FLAT boolean an import option.
6. Work on chaining animations for Jin.
What I don't know quite what to do is figure out which end of the bones I
should animate. Since I switched head and tail centers am I animating the
wrong joint?
I'll send glTF pictures in a bit.
What really slowed me down was integrating the updates from other people.
Now I know I can do git fetch and git merge after trying get rebase.
On Tue, Nov 26, 2024 at 8:13 AM John Carlson <yottzumm at gmail.com> wrote:
> So my thought to convert orientation interpolators to Blender is to take
> an axis angle, convert it to a quaternion, multiply by the transform
> stack, then pull the rotation out of the animation and put it in the
> keyframe, then go to the next axis angle, etc. This sounds like a job for
> a compute shader (SIMD), but I don’t know how to use them, particularly in
> Blender.
>
> Hmm?
>
> John
>
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