[x3d-public] CreateHumanoid

John Carlson yottzumm at gmail.com
Wed Dec 3 14:55:17 PST 2025


And SFJSON/MFStrimg to route to script from reader?

On Wed, Dec 3, 2025 at 10:28 AM GPU Group via x3d-public <
x3d-public at web3d.org> wrote:

> CreateHumanoid: MakeHuman adapted as proto with first type HAnimHumanoid,
> and maybe (new node type) FileReader for coveroid assets in json like
> makehuman.
> -Doug
>
> H: for web3d discussions, don't say 'makehuman' or 'MPFB2'. Say
> createHumanoid. Then it's more generic.
> Copilot Prompt:
>   What AI systems could I use to modify an existing computer program. In
> particular I'd like to adapt makehuman or its MPFB blender python variant,
> to web3d Script node in javascript.
> Copilot Response:
>
> *Quick Answer:* To adapt *MakeHuman* or its MPFB Blender Python variant
> into a Web3D Script Node in JavaScript, you’ll want AI systems that
> specialize in *code translation, refactoring, and cross-language
> adaptation*. The most relevant tools are *GitHub Copilot, Amazon
> CodeWhisperer, OpenAI Codex, Tabnine, Replit Ghostwriter, and Syntha AI*,
> which can help you convert Python logic into JavaScript while preserving
> the 3D modeling functionality blog.bluelupin.com
> <https://blog.bluelupin.com/best-ai-code-tools-for-python-javascript-more-compared/>
> syntha.ai.
> ------------------------------
> 🔧 AI Systems for Code Modification & Translation 1. *GitHub Copilot*
>
>    - Built on advanced language models.
>    - Excellent at *inline code suggestions* and adapting snippets between
>    languages.
>    - Can help translate Python-based geometry or Blender API calls into
>    JavaScript/Web3D equivalents blog.bluelupin.com
>    <https://blog.bluelupin.com/best-ai-code-tools-for-python-javascript-more-compared/>
>    .
>
> 2. *Amazon CodeWhisperer*
>
>    - Strong at *cross-language code generation*.
>    - Useful for adapting *Python scripts into JavaScript*, especially
>    when targeting web frameworks or APIs blog.bluelupin.com
>    <https://blog.bluelupin.com/best-ai-code-tools-for-python-javascript-more-compared/>
>    .
>
> 3. *OpenAI Codex (API-based)*
>
>    - Specialized in *code conversion and explanation*.
>    - Can take Python functions (e.g., MPFB mesh generation) and output
>    equivalent JavaScript for Web3D Script nodes blog.bluelupin.com
>    <https://blog.bluelupin.com/best-ai-code-tools-for-python-javascript-more-compared/>
>    .
>
> 4. *Tabnine*
>
>    - Predictive AI coding assistant.
>    - Helps with *refactoring and filling in missing logic* when porting
>    code across languages blog.bluelupin.com
>    <https://blog.bluelupin.com/best-ai-code-tools-for-python-javascript-more-compared/>
>    .
>
> 5. *Replit Ghostwriter*
>
>    - Integrated into Replit IDE.
>    - Supports *multi-language translation* and debugging.
>    - Handy if you want a *cloud-based environment* to test Python-to-JS
>    conversions blog.bluelupin.com
>    <https://blog.bluelupin.com/best-ai-code-tools-for-python-javascript-more-compared/>
>    .
>
> 6. *Syntha AI*
>
>    - Offers *code conversion agents* specifically designed for language
>    translation.
>    - Includes tools like *Code Converter* and *Code Explainer* to move
>    from Python to JavaScript while documenting the changes syntha.ai.
>
> ------------------------------
> 🧩 How These Apply to Your Case
>
>    - *MakeHuman / MPFB Blender Python Variant*: These rely heavily on
>    Python for mesh generation, parameterized models, and Blender integration.
>    - *Web3D Script Node in JavaScript*: Requires porting logic into
>    JavaScript, likely using *X3DOM, WebGL, or Three.js* to handle 3D
>    rendering.
>
> Workflow Example:
>
>    1. *Extract core mesh generation logic* from MPFB Python scripts.
>    2. Use *Codex or Syntha AI* to translate Python functions into
>    JavaScript.
>    3. Refactor with *Copilot or CodeWhisperer* to integrate into Web3D
>    Script Node APIs.
>    4. Test rendering in a Web3D framework (e.g., X3DOM or Three.js).
>
> ------------------------------
> ⚡ Key Considerations
>
>    - *API Differences*: Blender’s Python API vs. Web3D’s JavaScript API
>    will require *manual adaptation*, not just direct translation.
>    - *Performance*: Web3D runs in browsers, so optimization for *real-time
>    rendering* is crucial.
>    - *Hybrid Approach*: AI tools can automate translation, but you’ll
>    need to guide them with *domain-specific knowledge* of 3D modeling.
>
> ------------------------------
>
> ✅ *Best Recommendation:* Start with *OpenAI Codex or Syntha AI* for
> initial Python-to-JS translation, then refine with *GitHub Copilot*
> inside your IDE to adapt the code to Web3D Script Node standards.
>
> Would you like me to sketch out a *step-by-step migration plan* (Python →
> JavaScript → Web3D integration) so you can see exactly how to structure the
> adaptation?
>
> yes.
> Migration plan from MPFB/MakeHuman Python to Web3D Script node in
> JavaScript
>
> You’re taking a parametric, Python-based human generator and porting it to
> a browser runtime that’s event-driven, sandboxed, and GPU-backed. The crux
> is to isolate pure geometry and parameter logic from Blender/MakeHuman
> APIs, then rebuild those parts against Web3D/X3D Script node semantics and
> WebGL-backed rendering.
> ------------------------------
> Scope and target environment
>
>    - *Target runtime:* JavaScript in Web3D/X3D (e.g., X3DOM or X_ITE),
>    using a Script node to generate/update geometry.
>    - *Rendering backend:* Browser WebGL via the Web3D engine.
>    - *Output format:* X3D geometry nodes (IndexedFaceSet + Coordinate +
>    Normal + TextureCoordinate), materials, and possibly morph updates.
>
> ------------------------------
> Phase 1 — Audit and isolation (Python side)
>
>    - *Inventory modules:* Identify files/functions responsible for
>       - Parameter schema (age, gender, height, BMI, muscle, etc.)
>       - Topology definition (vertex count, face indices)
>       - Morph targets / sliders (vertex delta arrays)
>       - UV layout and materials
>       - Rigging (defer initially; focus on static mesh + morphs)
>    - *Separate pure logic from host APIs:*
>       - *Label:* Mesh math
>       - Extract functions that compute vertices, indices, normals, UVs.
>       - *Label:* Morph system
>       - Gather data structures mapping slider values to vertex deltas.
>       - *Label:* Asset loading
>       - Note where files (OBJ, JSON, MHX2) are read; plan
>       browser-friendly formats.
>    - *Define a minimal core:* A Python “core” that, given parameters,
>    returns:
>       - *Label:* Vertices
>       - Float32 array shape N×3
>       - *Label:* Indices
>       - Uint32 array shape M×3
>       - *Label:* Normals
>       - Optional, or compute in JS
>       - *Label:* UVs
>       - N×2
>
> ------------------------------
> Phase 2 — Target design (Web3D/X3D and JS)
>
>    - *Choose Web3D stack:* X3DOM or X_ITE; confirm Script interface
>    (fields, events).
>    - *Data structures in JS:*
>       - *Label:* Param object
>       - A JSON schema for sliders and constraints.
>       - *Label:* Geometry buffers
>       - Typed arrays for coordinates, indices, normals, UVs.
>    - *X3D nodes mapping:*
>       - *Label:* Geometry
>       - IndexedFaceSet with Coordinate, Normal, TextureCoordinate.
>       - *Label:* Materials
>       - Appearance/Material, optionally ImageTexture.
>    - *Event flow:*
>       - *Label:* Input
>       - Script node receives parameters via fields or UI.
>       - *Label:* Compute
>       - Update buffers; set_changed events to push into geometry nodes.
>
> Example Script node skeleton:
>
> <X3D>
>   <Scene>
>     <Shape>
>       <Appearance>
>         <Material diffuseColor='0.8 0.7 0.6'/>
>       </Appearance>
>       <IndexedFaceSet DEF="humanIFS" coordIndex="" solid="true">
>         <Coordinate DEF="humanCoord" point=""/>
>         <Normal DEF="humanNormal" vector=""/>
>         <TextureCoordinate DEF="humanUV" point=""/>
>       </IndexedFaceSet>
>     </Shape>
>
>     <Script DEF="HumanGenerator" directOutput="true">
>       <field name="params" type="SFString" accessType="inputOnly"/>
>       <field name="coord" type="SFNode" accessType="initializeOnly">
>         <Coordinate USE="humanCoord"/>
>       </field>
>       <field name="ifs" type="SFNode" accessType="initializeOnly">
>         <IndexedFaceSet USE="humanIFS"/>
>       </field>
>       <field name="normal" type="SFNode" accessType="initializeOnly">
>         <Normal USE="humanNormal"/>
>       </field>
>       <field name="uv" type="SFNode" accessType="initializeOnly">
>         <TextureCoordinate USE="humanUV"/>
>       </field>
>       <field name="update" type="SFBool" accessType="inputOnly"/>
>       <![CDATA[
>       function initialize() {
>         // bootstrap default geometry
>       }
>       function set_params(p) {
>         var config = JSON.parse(p);
>         // recompute geometry with config
>         computeHuman(config);
>         pushBuffers();
>       }
>       function set_update(flag) {
>         if (flag) { pushBuffers(); }
>       }
>       function computeHuman(config) {
>         // TODO: implement param->geometry
>       }
>       function pushBuffers() {
>         // Assign coord.point, ifs.coordIndex, normal.vector, uv.point
>       }
>       ]]>
>     </Script>
>   </Scene>
> </X3D>
>
> ------------------------------
> Phase 3 — Porting the core logic
>
>    - *Parameter schema translation:*
>       - *Label:* Constraints
>       - Preserve ranges, dependencies, and anatomical constraints.
>       - *Label:* Units
>       - Keep consistent scaling; define meters as base for WebGL.
>    - *Topology and indices:*
>       - *Label:* Fixed topology
>       - Port static index arrays as JSON or binary blobs.
>       - *Label:* Variants
>       - If topology varies by gender/age, load appropriate set at init.
>    - *Morph targets:*
>       - *Label:* Data format
>       - Store each slider’s vertex delta as Float32Array aligned to
>       topology.
>       - *Label:* Application
>       - In JS, compute vertices: base + Σ(weight_i × delta_i).
>    - *Normals and UV:*
>       - *Label:* Normals
>       - Start by computing per-face; then switch to per-vertex with
>       area/angle weighting.
>       - *Label:* UV
>       - Use base UV; ensure no seams break under morphs.
>    - *Blender/MH API replacement:*
>       - *Label:* Mesh ops
>       - Replace bpy functions with your own array operations.
>       - *Label:* Materials
>       - Map materials to X3D Material/ImageTexture; bake procedural
>       textures as images if needed.
>    - *Serialization pipeline:*
>       - *Label:* Assets
>       - Host base mesh and morphs as .bin (ArrayBuffer) or .json; fetch
>       via HTTP.
>       - *Label:* Caching
>       - Use IndexedDB for offline caching of large arrays.
>
> Minimal JS compute example (morph application):
>
> // base: Float32Array length 3*N
> // deltas: Array of Float32Array length 3*N
> // weights: Array of numbers length K
> function applyMorphs(base, deltas, weights) {
>   const out = new Float32Array(base.length);
>   out.set(base);
>   for (let k = 0; k < deltas.length; k++) {
>     const w = weights[k];
>     if (!w) continue;
>     const d = deltas[k];
>     for (let i = 0; i < out.length; i++) out[i] += w * d[i];
>   }
>   return out;
> }
>
> ------------------------------
> Phase 4 — Performance and UX
>
>    - *Typed arrays and transfer:*
>       - *Label:* Buffers
>       - Use Float32Array/Uint32Array; avoid frequent reallocs.
>       - *Label:* Worker
>       - Move heavy morph computations to Web Workers; message
>       ArrayBuffers.
>    - *Incremental updates:*
>       - *Label:* Slider changes
>       - Recompute only affected regions if your morph system supports
>       locality; otherwise full recompute.
>    - *LOD and decimation:*
>       - *Label:* Multiple LODs
>       - Offer low/high topology; switch based on device performance.
>    - *GPU considerations:*
>       - *Label:* Normals on GPU
>       - Optionally compute normals in a vertex shader from morphs if
>       engine allows custom shaders.
>    - *UI integration:*
>       - *Label:* Binding
>       - Bind sliders to Script params via routes/events; throttle updates.
>
> ------------------------------
> Phase 5 — Testing, validation, and roadmap
>
>    - *Correctness:*
>       - *Label:* Snapshot tests
>       - Compare JS vertices against Python outputs for a set of parameter
>       vectors.
>       - *Label:* Visual checks
>       - Side-by-side renders to catch UV stretching or normal artifacts.
>    - *Numerical stability:*
>       - *Label:* Constraints
>       - Clamp extreme combinations; add soft regularization to avoid
>       self-intersections.
>    - *Interoperability:*
>       - *Label:* Export
>       - Provide GLB/OBJ export for downstream verification.
>    - *Future features:*
>       - *Label:* Rigging
>       - Port armature and skin weights; map to X3D HAnim or custom
>       animation.
>       - *Label:* Textures
>       - Parameterized texture generation or material variants.
>       - *Label:* Persistence
>       - Save parameter sets; reproducible IDs for models.
>
> ------------------------------
> Suggested next steps
>
>    - *Define your parameter JSON* with ranges and a small test suite of
>    10 preset bodies.
>    - *Extract and freeze the base topology and 5–10 key morphs* from MPFB
>    to validate the pipeline.
>    - *Pick X3DOM or X_ITE* and wire the Script node to push buffers into
>    IndexedFaceSet.
>    - *Run cross-checks*: emit vertices from both Python and JS for
>    identical parameters; assert max deviation under a small epsilon.
>
> If you share a snippet of the MPFB functions that generate
> vertices/morphs, I can map them one-to-one into the Script node compute
> stubs and propose exact data formats for the assets.
> /Copilot
> _______________________________________________
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>
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