[x3d-public] Human anatomy model conversion challenge: adapt basic X3D medical models to Humanoid Animation (HAnim) standard
John Carlson
yottzumm at gmail.com
Mon Oct 20 15:17:10 PDT 2025
Here’s a joint mapping from Mixamo to HAnim, might be useful to someone.
Generated by AI from 2 lists that I created.
Do people seem optimistic that we can swap out one skeleton (Mixamo) for
something from the Medical archive? Especially when the a skin is
supposedly (?) designed for both?
https://github.com/coderextreme/HAnimUtilityKit/blob/main/mixmap.py
John
On Mon, Oct 20, 2025 at 1:10 AM John Carlson <yottzumm at gmail.com> wrote:
> Here's BodySkinIndexedFaceSetNIST.output.x3d ready to do a joint map and
> centers. Note that I didn't use the skeleton in the X3D archive, rather
> one from Mixamo.
>
> This might be the start of a full skeleton.
>
> Flow:
>
> Convert X3D to FBX with Blender
> Clear scene
>
> bpy.ops.import_scene.x3d(filepath="BodySkinIndexedFaceSetNIST.x3d")
>
> bpy.ops.export_scene.fbx(filepath="BodySkinIndexedFaceSetNIST.fbx",
> use_selection=False)
> Upload BodySkinIndexedFaceSetNIST.fbx to Mixamo
> Add skeleton
> Download FBX from Mixamo as BodySkinIndexedFaceSetNIST.output.fbx
> Convert FBX to glTF with Blender
> Clear scene
>
> bpy.ops.import_scene.fbx(filepath="BodySkinIndexedFaceSetNIST.output.fbx")
> bpy.ops.export_scene.gltf(
> filepath="BodySkinIndexedFaceSetNIST.output.glb",
> export_format='GLB',
> use_selection=False,
> export_cameras=True,
> export_lights=True,
> export_animations=True,
> export_materials='EXPORT'
> )
> Convert GLB to X3D:
> npx x3d-tidy at latest -i BodySkinIndexedFaceSetNIST.output.glb -o
> BodySkinIndexedFaceSetNIST.output.x3d
>
> Maybe this will help someone create a script. AFAIK, Mixamo must be done
> by hand, no web service, but definitely look into it.
>
> I'm going to proceed with joint mapping and adding centers, maybe someone
> can figure out how to add a different skeleton.
>
> Eek, naked body attached. No one is paying me for this!
>
> John
>
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