[x3d-public] Accessing glTF Internal Data

Michalis Kamburelis michalis.kambi at gmail.com
Wed Apr 6 06:05:30 PDT 2022


Errata: I meant """"set a name for object (which is exported FROM
Blender)"""

in last message.

Michalis

W dniu śr., 6.04.2022 o 01:50 Michalis Kamburelis <michalis.kambi at gmail.com>
napisał(a):

> CGE/view3dscene sets the glTF transform node names like 'Node0',
> 'Node1' etc. for this reason.
>
> Unless the node has some explicit name, then we happily use it. Making
> sure it is unique -- adding suffixes like _2, _3 to make it unique.
>
> That is why you saw "Avocado" and "Avocado_2" node names in "Using
> IMPORT / EXPORT to selectively include parts of glTF file in X3D, and
> multiply them as much as necessary" thread example :)
>
> This way everything can be referenced (whether it has a name or not in
> glTF), but also we use descriptive names if available. When they are
> available, using the names is better IMHO -- as the order of nodes in
> glTF is not directly controlled by a 3D artist that exports to glTF
> from Blender/3dsMax etc. And various edits, adding and removing 3D
> stuff, will shift the indexes of exported glTF nodes. So, for someone
> using Blender/3dsMax etc., it's more reliable to set a name for object
> (which is exported to Blender) and then using this name to load the
> appropriate thing from glTF.
>
> Regards,
> Michalis
>
>
> śr., 6 kwi 2022 o 01:26 GPU Group <gpugroup at gmail.com> napisał(a):
> >
> > Thanks for pointing that out Leonard. How about something like
> url='library.gltf#Node:0' , or .Node[0] ?
> >
> > On Tue, Apr 5, 2022 at 4:48 PM Leonard Daly <Leonard.Daly at realism.com>
> wrote:
> >>
> >> I have seen many recent discussions on this list refer to something
> like 'model.glTF#name'. In usual HTTP referencing the '#name' is a search
> string that refers to a unique ID in the HTML.
> >>
> >> If the intent is to use the same concept for accessing internal glTF
> data, it is (very) important to note that the name is not required and it
> need not be unique. The best references are the indices that are used to
> refer to various nodes, buffers, etc. I do not know, nor am I suggesting
> how to refer to indices.
> >>
> >> --
> >> Leonard Daly
> >> 3D Systems & Cloud Consultant
> >> LA ACM SIGGRAPH Past Chair
> >> President, Daly Realism - Creating the Future
> >> _______________________________________________
> >> x3d-public mailing list
> >> x3d-public at web3d.org
> >> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
> >
> > _______________________________________________
> > x3d-public mailing list
> > x3d-public at web3d.org
> > http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20220406/f1eb32e1/attachment-0001.html>


More information about the x3d-public mailing list