[x3d-public] CreateHumanoid
John Carlson
yottzumm at gmail.com
Wed Dec 3 15:20:44 PST 2025
Or just pass the reader as an SFNode or MFNode to the Script. Makes more
sense. Not URLs, those are ECMAScript, etc.
On Wed, Dec 3, 2025 at 4:55 PM John Carlson <yottzumm at gmail.com> wrote:
> And SFJSON/MFString 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
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>
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