<div dir="auto">A good place to look is __init__.py</div><div dir="auto"><br></div><div dir="auto">All you need to do is work with a set of labeled joint axes.</div><div dir="auto"><br></div><div dir="auto">Blender can be made to work, except I don’t know how to draw the floor grid in the X-Z plane that is horizontal to the ground. Sometimes you can get the grid in the X-Z plane, but it’s no longer the floor. Try changing Viewpoint from the standard Blender menus.</div><div dir="auto"><br></div><div dir="auto">Someone’s up at the equator is different than someone’s up at the north pole.</div><div dir="auto"><br></div><div dir="auto">John<br></div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, Nov 13, 2024 at 3:25 PM Vincent Marchetti via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org">x3d-ecosystem@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I have seen this issue brought up before. Is the problem particular to exporting HAnim type models, or is it generic to all Blender to X3D exports<br>
<br>
What would help understand and potentially create a solution would be if someone created a .blend file that had<br>
-- a single shape, with low poly mesh but with a visually obvious front and up direction<br>
-- that shape oriented in Blender space with the up direction along Blender +Z and the forward direction along Blender -Y, and this achieved without any rotation of the mesh defined in Blender.<br>
<br>
Then we can examine X3D exports with various options to see if there's a problem to fix in the code.<br>
<br>
Vince Marchetti<br>
<br>
<br>
> On Nov 13, 2024, at 4:03 PM, Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>> wrote:<br>
> <br>
> <a href="https://github.com/andreasplesch/x3dom/wiki/RiggedSimple-glTF-conversion" rel="noreferrer" target="_blank">https://github.com/andreasplesch/x3dom/wiki/RiggedSimple-glTF-conversion</a><br>
> <br>
> X3D<br>
> experimental xml<br>
> ... <br>
> <br>
> Transform DEF='node_0' rotation='1 0 0 1.57<br>
> <br>
> This is not good. It shows the thing was drawn +zup.<br>
> This should be fixed in blender either by fixing blender to do the GL default, not depending on the Transform of the model to put the thing into GL space.<br>
> Thanks,<br>
> Joe<br>
> -----Original Message-----<br>
> From: Extensible 3D (X3D) Graphics public discussion <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>><br>
> Sent: Nov 13, 2024 8:00 AM<br>
> To: Vincent Marchetti <<a href="mailto:vmarchetti@kshell.com" target="_blank">vmarchetti@kshell.com</a>>, X3D Ecosystem public discussion <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</a>>, <<a href="mailto:x3d@web3d.org" target="_blank">x3d@web3d.org</a>>, <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>><br>
> Cc: Joe D Williams <<a href="mailto:joedwil@earthlink.net" target="_blank">joedwil@earthlink.net</a>><br>
> Subject: Re: [x3d-public] [x3d] Minutes from Nov 12 X3D Blender suppport call<br>
> <br>
> So, to me for hanim it seems like we must fix Blender at the source.<br>
> Just about the idea that Blender considers all Joints can affect all points, seems like that is a non-starter. Doesn't this liimit the skeleton-driven skin animation to less than 16 Joint nodes?<br>
> If so, then Blender needs to be fixed to operate more like x3d hanim, and every other tool, to allow for more skeleton joints(?) Gltf has a suggested? limit of, four joints to affect any point.<br>
> What am I missing?<br>
> Thanks for all the great work on this import/export with Blender.<br>
> Joe<br>
> <br>
> <br>
> -----Original Message-----<br>
> From: Vincent Marchetti<br>
> Sent: Nov 13, 2024 6:36 AM<br>
> To: X3D Ecosystem public discussion ,<br>
> Subject: [x3d] Minutes from Nov 12 X3D Blender suppport call<br>
> <br>
> Minutes from the Nov 12 2024 meeting on Blender 4.2 support for X3D are available for view and comment<br>
> <br>
> <a href="https://docs.google.com/document/d/1wvjvDpJTMFDMpS53ImuoRHNOCt9zrCiq/edit" rel="noreferrer" target="_blank">https://docs.google.com/document/d/1wvjvDpJTMFDMpS53ImuoRHNOCt9zrCiq/edit</a><br>
> <br>
> Vince Marchetti<br>
> <br>
> <br>
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