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--></style></head><body lang=EN-US link=blue vlink="#954F72" style='word-wrap:break-word'><div class=WordSection1><p class=MsoNormal><o:p> </o:p></p><ul style='margin-top:0in' type=disc><li class=MsoListParagraph style='margin-left:0in;mso-list:l0 level1 lfo1'>Can I convert from Makehuman?</li><li class=MsoListParagraph style='margin-left:0in;mso-list:l0 level1 lfo1'><o:p> </o:p></li></ul><p class=MsoNormal>Is question ‘can I convert from makehuman to x3d?’</p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal>The answer is what do you have from makehuman? </p><ol style='margin-top:0in' start=1 type=a><li class=MsoListParagraph style='margin-left:0in;mso-list:l1 level1 lfo2'>Is there s ‘skin’ mesh?</li></ol><p class=MsoNormal>This data consists of a set of xyz coordinate points along with the automatic or declared definitions of polygons that define a continuous mesh? This is the deformable skin. If you know the xyz coordinates  of each point (vertex), its index (order it appears in the code), and how each point is connect to others to form a mesh, then that is the information you need for x3d.  </p><ol style='margin-top:0in' start=2 type=a><li class=MsoListParagraph style='margin-left:0in;mso-list:l1 level1 lfo2'>Is there a skeleton?</li></ol><p class=MsoNormal>This consists of a hierarchy of joints and segments (bones) with xyz dimensions of the articulable joints able to be determined either by a given joint center or by finding a common location where the bones connect. If the hierarchy defines a realistic arrangement of joints then ’standard’ x3d hanim animations might be directly usable. </p><p class=MsoNormal>      (c)  Skeleton to skin vertex binding and weights? </p><p class=MsoNormal>Is there a way to determine how any individual vertex can be affected by either moving the entire model, or by moving individual or multiple joints. Basically, is the skin rigged to be operated by animation of the skeleton, and if it is, can you edit those joint to vertex bindings and weights? </p><ol style='margin-top:0in' start=4 type=a><li class=MsoListParagraph style='margin-left:0in;mso-list:l2 level1 lfo3'>Reusable animation data?</li></ol><p class=MsoNormal>Can you figure out rotation of joints and orientation of segments in the pose prior  to animation? How to animate the skeleton by telling which joints to rotate at what time? </p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal>Basically,  the same basic types of data is needed for any device driven by animating the skeleton. There are other ways to create animations, like maybe displace some vertices independently of any joint, but you must have a detailed understanding of the skin and skeleton to have most fun. This is also the data most painfully extracted from when and where ever the understandings come from in order to make something do things, and so may be most guarded. You might ask any x3d toolmaker if there is a usable import or similar example, or if Blender can import it. </p><p class=MsoNormal>What do you need this model to do? </p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal>Good Luck,</p><p class=MsoNormal>Joe</p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><o:p> </o:p></p><div style='mso-element:para-border-div;border:none;border-top:solid #E1E1E1 1.0pt;padding:3.0pt 0in 0in 0in'><p class=MsoNormal style='border:none;padding:0in'><b>From: </b><a href="mailto:konstantin.e.smirnov@gmail.com">Konstantin Smirnov</a><br><b>Sent: </b>Tuesday, November 16, 2021 4:48 AM<br><b>To: </b><a href="mailto:x3d-public@web3d.org">X3D-Public</a><br><b>Subject: </b>[x3d-public] Makehuman x3d</p></div><p class=MsoNormal><o:p> </o:p></p><div><p class=MsoNormal>Hi</p></div><p class=MsoNormal>Can I convert from Makehuman? To three d, also looking for chief cooker, Baker assets. </p><p class=MsoNormal><o:p> </o:p></p></div></body></html>