[x3d-public] HAnimHumanoid skin first or HAnimHumanoid skinCoord first

John Carlson yottzumm at gmail.com
Thu Jun 12 11:27:37 PDT 2025


I’d have to look at JoeKick.  Aaron is farther along than i am, and may use
the third choice.  The main thing with the 3rd choice is whether you DEF
the coord in geometry or skinCoord.

On Thu, Jun 12, 2025 at 9:02 AM Joe D Williams <joedwil at earthlink.net>
wrote:

> > 3rd choice,
>
>
>
> maybe I need to think about it more, but this works, like joekick?
>
>
>
> -----Original Message-----
> From: John Carlson <yottzumm at gmail.com>
> Sent: Jun 12, 2025 4:40 AM
> To: Bergstrom, Aaron <aaron.bergstrom at und.edu>, Don Brutzman <
> brutzman at nps.edu>, X3D Graphics public mailing list <x3d-public at web3d.org>,
> Michalis Kamburelis <michalis.kambi at gmail.com>, Katy Schildmeyer KS
> APPAREL DESIGN <katy at ksappareldesign.com>, Carol McDonald <
> cemd2 at comcast.net>, GPU Group <gpugroup at gmail.com>, Joe D Williams <
> joedwil at earthlink.net>
> Subject: Re: HAnimHumanoid skin first or HAnimHumanoid skinCoord first
>
>
> Technically, there’s a 3rd choice, which just DEF/USEs Coordinates like 2,
> but puts the skin field first.
>
> Your thoughts?
>
> John
>
> On Wed, Jun 11, 2025 at 9:22 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Users of x3d.py output.
>>
>> Choice between skin field or skinCoord field first in HAnimHumanoid
>> output:
>>
>> 1) skin first,
>>
>> Better for single skin mesh, since AFAIK, skinCoord USE can’t reference
>> multiple meshes if second.   Or can it?  This approach is  also simpler.
>>
>> 2) skinCoord first,
>>
>> Better for multiple skin mesh, all points are gathered in a single
>> Coordinate, which multiple IndexedFaceSet can USE in their coord field.  I
>> believe that Aaron has implemented this for Maya.  I believe Michalis says
>> this is not preferred.   I believe x3d.py does this.
>>
>> I am moving from 1 to 2 in the Blender exporter, particularly, because
>> there aren’t Site or Segment nodes in Blender that I know of. (Blender
>> bones become joints).  Sandrunner example from Vince doesn’t have a single
>> mesh
>>
>> I am not sure if I should continue with Blender.
>>
>
>
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