[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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