[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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> x3d-public at web3d.org
> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>
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